Research Article | Open Access
Instructional-based Gamification in Improving Knowledge in Early Childhood
Nur Riska Myrnawati Crie Handini Moch. Asmawi Jarudin
Pages: 948-958
Abstract
This research aims to produce instructional-based gamification, which effectively
improves healthy and clean-living knowledge during early childhood, in Kindergarten
Group B Banten Province. A population of 60 students (4-5 years of age) were selected
as participants in the study, and all were enrolled in four different kindergartens in
Banten province. A purposive sampling technique was used for sample selection, as
data collection before and after interventions were carried out using pre and post-test
instruments. After the validation process, and field tests were carried out to determine
the effectiveness of the products, with the results showing that instructional-based
gaming applications were effective in improving healthy and clean-living knowledge.
The game topics observed included personal & environmental hygiene, sports, as well
as healthy food and drink. Students considered using instructional-based gaming as
motivation to learn, in order to develop healthy and clean-living behaviors, which were
proposed in the cloud platform of their respective schools. This game also encouraged
students' active and dynamic learning, due to the fact that it helped with various
interesting activities, therefore, increasing daily healthy and clean-living behaviors. The
implication of this study is that students should be diligent in maintaining cleanliness,
loving exercise, and always selecting healthy food to consume. The novelty of this
study is that games are observed as an early childhood team, which are responsible
for improving the knowledge of clean-living and healthy behaviors
Keywords
Gamification, Instructional Media, Early Childhood, Mobile Learning, Healthy and Clean-living Behavior.