KHOERUNNISA, INTAN (2026) PERANCANGAN PROTOTYPE GAME EDUKATIF BERBASIS WEB TENTANG KONSUMSI TABLET FE PADA SISWI ANEMIA DI MAN 2 KABUPATEN TASIKMALAYA. Diploma thesis, POLITEKNIK KESEHATAN TASIKMALAYA.
|
Text (Halaman Depan)
HALAMAN PERNYATAAN ORSINALITAS.pdf Download (466kB) |
|
|
Text (Halaman Depan)
HALAMAN PENGESAHAN.pdf Download (559kB) |
|
|
Text (Halaman Depan)
LEMBAR PERSETUJUAN PUBLIKASI ILMIAH.pdf Download (440kB) |
|
|
Text (Bab I)
BAB 1.pdf Download (205kB) |
|
|
Text (BAB II)
BAB 2.pdf Restricted to Repository staff only Download (270kB) |
|
|
Text (BAB III)
BAB 3.pdf Restricted to Repository staff only Download (430kB) |
|
|
Text (BAB IV)
BAB 4.pdf Restricted to Repository staff only Download (547kB) |
|
|
Text (BAB V)
BAB 5.pdf Restricted to Repository staff only Download (192kB) |
|
|
Text (DAFTAR PUSTAKA)
DAFTAR PUSTAKA.pdf Restricted to Repository staff only Download (258kB) |
|
|
Text (LAMPIRAN)
LAMPIRAN.pdf Restricted to Repository staff only Download (6MB) |
|
|
Text
HALAMAN JUDUL (2).pdf Download (641kB) |
Abstract
Anemia is a condition where the hemoglobin level in the blood is below normal, causing the body to experience a lack of oxygen. This condition can cause fatigue, decreased concentration, and disruption in the learning process. Adolescent girls are among the groups at high risk of developing anemia due to increased iron requirements and an unbalanced diet. Efforts to increase knowledge and awareness regarding anemia prevention can be done through the use of interesting and interactive educational media. This study used the Research and Development (R&D) method with a modified 4D model into three stages: define, design, and develop. The define stage was carried out to identify the needs and characteristics of female students selected as samples through a purposive sampling technique. The design stage focused on the product design process, which was then assessed by three experts: a media expert, a linguist, and a material expert who were selected purposively. The develop stage included a product feasibility test by female students selected through a purposive sampling technique. This study was conducted in March 2026 at MAN 2 Tasikmalaya Regency. The result of study indicate that the web-based educational game prototype obtained a “very feasible” category baed on material expert validation of 100%, media expert validation of 87%, language expert validation of 99% and user trial results invloving 12 adolescent girls with anemia showing an average percentage of 94,5%. Therefore, this web-based educational medium related to fe tablet consumption among female students with anemia. Keywords: Anemia, Educational Game, Fe Tablet, Anemia, Learning Media Adolescent Girls
| Item Type: | Thesis (Diploma) |
|---|---|
| Uncontrolled Keywords: | Anemia, Educational Game, Fe Tablet, Anemia, Learning Media Adolescent Girl |
| Subjects: | R Medicine > R Medicine (General) |
| Divisions: | Jurusan Gizi > D3 Gizi |
| Depositing User: | Mhs INTAN KHOERUNNISA |
| Date Deposited: | 22 Jun 2026 07:05 |
| Last Modified: | 22 Jun 2026 07:05 |
| URI: | http://repo.poltekkestasikmalaya.ac.id/id/eprint/8233 |
Actions (login required)
![]() |
View Item |
