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Article Details

Copyright Statement: This is an open access article licensed under a Creative Commons Attribution 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium, even commercially as long as the original work is properly cited.

Applying Social-Gamification for Interactive Learning in Tuberculosis Education

Author 1: Dhana Sudana
Author 2: Andi W.R. Emanuel
Author 3: Suyoto
Author 4: Ardorisye S. Fornia

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Digital Object Identifier (DOI) : 10.14569/IJACSA.2020.0110342

Article Published in International Journal of Advanced Computer Science and Applications(IJACSA), Volume 11 Issue 3, 2020.

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Abstract: There are several methods of education for tuberculosis, and one of them is through the DOTS (Direct Observed Treatment Shortcourse) program. The management of tuberculosis education through the DOTS program is performed in clinics and hospitals only to patients and their families. The purpose of this study is to describe the development and testing of a prototype (social-game education) for interactive education for tuberculosis patients in particular and the general public. The data collection process is through direct observation of tuberculosis patients and health professionals (doctors, nurses, and DOTS health workers). Challenge the game in the prototype was provided with content that contained tuberculosis information that had been previously validated by a specialist. In addition to tuberculosis information as the main content, two important elements are making up this prototype, which are gamification and social media elements. In the game elements, this study adopted elements of the leaderboard, badge/achievement, challenge, and level. As for the third element, social media includes likes, comments, and shares. Prototype application testing was conducted on two participant groups (N = 48) consisting of 23 tuberculosis patients and 25 random participants. By using the user experience questionnaire (UEQ) technique, this research focuses on identifying the user's motivation in capturing compositional information as well as the clarity of the prototype. With a confidence interval of 5% (p = 0.05) per scale. The results indicate that participants have a high level of motivation towards the prototype; this is seen in the rating scale of stimulation with an average of 1.578. Likewise the effectiveness level of information in the rating scale of perspicuity has a mean of 1.224 also has a rate that is quite effective.

Keywords: Education; gamification; mobile application; social-media; tuberculosis

Dhana Sudana, Andi W.R. Emanuel, Suyoto and Ardorisye S. Fornia, “Applying Social-Gamification for Interactive Learning in Tuberculosis Education” International Journal of Advanced Computer Science and Applications(IJACSA), 11(3), 2020. http://dx.doi.org/10.14569/IJACSA.2020.0110342

@article{Sudana2020,
title = {Applying Social-Gamification for Interactive Learning in Tuberculosis Education},
journal = {International Journal of Advanced Computer Science and Applications},
doi = {10.14569/IJACSA.2020.0110342},
url = {http://dx.doi.org/10.14569/IJACSA.2020.0110342},
year = {2020},
publisher = {The Science and Information Organization},
volume = {11},
number = {3},
author = {Dhana Sudana and Andi W.R. Emanuel and Suyoto and Ardorisye S. Fornia}
}


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