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Research Article | Open Access |

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
International Journal of Advanced Computer Science and Applications (IJACSA) · Vol. 11, No. 3 · Published 2020

DOI: 10.14569/IJACSA.2020.0110342

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

How to Cite this Article

Sudana, D., Emanuel, A. W., Suyoto, & Fornia, A. S. (2020). Applying Social-Gamification for Interactive Learning in Tuberculosis Education. International Journal of Advanced Computer Science and Applications, 11(3). https://doi.org/10.14569/IJACSA.2020.0110342

Sudana, Dhana, et al.. "Applying Social-Gamification for Interactive Learning in Tuberculosis Education." International Journal of Advanced Computer Science and Applications, vol. 11, no. 3, 2020, https://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},
  volume    = {11},
  number    = {3},
  year      = {2020},
  publisher = {The Science and Information Organization},
  author    = {Dhana Sudana and Andi W.R. Emanuel and Suyoto and Ardorisye S. Fornia},
  doi       = {10.14569/IJACSA.2020.0110342},
  url       = {https://doi.org/10.14569/IJACSA.2020.0110342}
}

Open Access — licensed under a Creative Commons Attribution 4.0 International License. Unrestricted use, distribution, and reproduction in any medium, even commercially, as long as the original work is properly cited.

Call for Papers - Important Dates

Volume 17 No. 11, November 2026
Paper Submission Due October 25, 2026
Review Notification November 15, 2026
Publication Date November 30, 2026