The development of learning media "UNGGAS NANNO" on subjects of intranatal care and newborn care

Authors

  • Lellyawaty Lellyawaty Diploma III Midwifery Study Program, Sekolah Tinggi Ilmu Kesehatan Abdi Persada, Jl. Soetoyo S No. 365, Banjarmasin, Kalimantan Selatan, Indonesia
  • Rizky Vaira Diploma III Midwifery Study Program, Universitas Borneo Tarakan, Jl. Amal Lama No. 1 Kota Tarakan, Kalimantan Utara, Indonesia

DOI:

https://doi.org/10.22219/jinop.v10i2.35237

Keywords:

Intranatal, Learning Media, Newborn Care, Snakes, Ladders

Abstract

Quality learning is the goal of learning. The mismatch of media in the delivery of lessons will result in the goal of learning not being achieved. In addition to teacher talks, videos, and practices in the laboratory to achieve learning objectives, it turns out that midwifery students have not mastered the related scientific foundations in subjects of intranatal care, especially providing care during labor and newborn care that has been studied. To attract students' interest and motivation in mastery, "Ular TaNGGa ASuhan PersaliNAn NOrmal (UNGGAS NANNO) or Intranatal Care and Newborn Care Snakes and Ladders Game" is needed in learning. The ADDIE model was used in research with validation subjects from expert teams and midwifery students as users. UNGGAS NANNO media is considered very worthy and very interesting in terms of the suitability of learning materials, images, and sizes, with an average score (of 92.5% and 96.8%). In addition to being feasible, UNGGAS NANNO can be used as an additional medium for learning and alternative assessments as a substitute for the final semester exam by teaching lecturers.

Downloads

Download data is not yet available.

References

Alfin, J., Tarbiyah, F., Keguruan, D., Sunan, U., & Surabaya, A. (2018). Membangun Budaya Literasi Dalam Pembelajaran Bahasa Indonesia Menghadapi Era Revolusi Industri 4.0. PENTAS : Jurnal Ilmiah Pendidikan Bahasa dan Sastra Indonesia, 4(2), 60–66. https://e-jurnal.unisda.ac.id/index.php/pentas/article/view/1846

Amalia, R., Zuhriyatun, F., & Hapsari, W. (2022). Phantom kain sederhana sebagai media pembelajaran asuhan persalinan. Jurnal Riset Kebidanan Indonesia, 6(1), 6–10. https://doi.org/10.32536/JRKI.V6I1.209

Chan, F., Kurniawan, A. R., . N., Herawati, N., Efendi, R. N., & Mulyani, J. S. (2019). Strategi Guru Dalam Mengelola Kelas di Sekolah Dasar. International Journal of Elementary Education, 3(4), 439–446. https://doi.org/10.23887/IJEE.V3I4.21749

Dewi, T. L., Kurnia, D., Panjaitan, R. L., Studi, P., Upi, K., Sumedang, K., Mayor, J., & 211 Sumedang, A. N. (2017). Penggunaan Media Permainan Ular Tangga Pada Pembelajaran PIPS Untuk Meningkatkan Hasil Belajar Siswa Pada Materi Pembagian Wilayah Waktu di Indonesia. Jurnal Pena Ilmiah, 2(1), 2091–2100. https://doi.org/10.17509/JPI.V2I1.12425

Dinar, R. A., Ismaya, E. A., & Riswari, L. A. (2022). Peran Orang Tua dalam Pendampingan Belajar Siswa Sekolah Dasar pada Era New Normal di Desa Undaan Lor. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 5(9), 3686–3691. https://doi.org/10.54371/JIIP.V5I9.921

Fadilla, N., Putri, A., Rakhman, P. A., Rokmanah, S., Guru, P., Dasar, S., Keguruan, F., Pendidikan, I., Sultan, U., & Tirtayasa, A. (2023). Increasing Interest in Learning Indonesian Using the Smart Snakes and Ladders Learning Media in Class 1A Students. JUPE : Jurnal Pendidikan Mandala, 8(4), 1445–1450. https://doi.org/10.58258/JUPE.V8I4.6319

Fitri, S. R., Hamka, L., & Saenab, S. (2019). Keefektifan Penerapan Strategi Pembelajaran Berbasis Humor Pada Materi Genetika Terhadap Minat dan Hasil Belajar Siswa Kelas XII SMA Negeri 11 Makassar. Biology Teaching and Learning, 1(1). https://doi.org/10.35580/BTL.V1I1.7487

García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023). Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance. Education Sciences, 13(8). https://doi.org/10.3390/educsci13080813

Hanifa, D. P. (2023). Teori dan Prinsip Pengembangan Media Pembelajaran (D. W. Mulyasari (ed.)). Pradina Pustaka.

Hasyim, A. R., Syarif, S., Ahmad, M., Niswar, M., Stang, & Nasrudin, A. M. (2021). Enhance midwifery student skills about active management third stage labor via learning media. Gaceta sanitaria, 35 Suppl 2, S284–S287. https://doi.org/10.1016/J.GACETA.2021.10.035

Heavyndah, L., & Puspasari, D. (2021). Pengaruh Penggunaan Smartphone dan E-Learning Terhadap Motivasi Belajar Siswa Pada Mata Pelajaran Kearsipan Kelas X OTKP Di SMKS Krian 2 Sidoarjo. JURNAL PAJAR (Pendidikan dan Pengajaran), 5(6), 1588. https://doi.org/10.33578/PJR.V5I6.8421

Irvan, P. A., & Marwan. (2023). Snake and Ladder: A Learning Media Digital. PICEEBA, 200–208. https://doi.org/10.2991/978-94-6463-158-6_18

Julianto, I. N. L., Cahyadi, I. W. A. E. C., & Artawan, C. A. (2019). Interaktivitas Warna Sebagai Rangsang Visual Pada Ruang Belajar Siswa Sekolah Dasar Kelas 1 – 3 Di Kota Denpasar (Color Interactivity as Visual Stimulation in the Study Room of Grade 1-3 of Elementary Students in Denpasar City. Seminar Nasional Sandyakala, 56–64. https://eproceeding.isi-dps.ac.id/index.php/sandyakala/article/download/39/33/

Kasanah, U., Zaini, M., Efendi, N., Wijayanto, A., & Setyowati, E. (2022). The Development of Smart Snake and Ladder Media in Mastery of English Vocabulary Grade III at SDI Babussalam Pandean Durenan Trenggalek. Journal Corner of Education, Linguistics, and Literature, 1(4), 216–226. https://doi.org/10.54012/JCELL.V1I4.45

Kemkes RI. (2020). Kepmenkes RI Nomor 320 Tahun 2020 Tentang Standar Profesi Bidan (Nomor 320). Article Nomor 320 Tahun 2020.

Kristiyani, E., & Budiningsih, I. (2019). Pengaruh Strategi Pembelajaran E-Learning Dan Minat Belajar Terhadap Hasil Belajar Akuntansi. Akademika, 8(01), 81–100. https://doi.org/10.34005/AKADEMIKA.V8I01.341

Latifah, N., Saifuddin, A., & Widiarini, W. (2023). Developing The Snake And Ladder Game As Media For Teaching Vocabulary At Ma Al Khoiriyah. Jurnal Ilmiah Mandala Education, 9(3), 1717–1727. https://doi.org/10.58258/jime.v9i3.5506

Lellyawaty, L., Mariani, M., & Nisa, C. (2022). Edukasi Bersama Cegah Stunting Melalui Permainan Ular Tangga. Jurnal Mandala Pengabdian Masyarakat, 3(2), 135–140. https://doi.org/10.35311/jmpm.v3i2.81

Montenegro-Rueda, M., Fernández-Cerero, J., Mena-Guacas, A. F., & Reyes-Rebollo, M. M. (2023). Impact of Gamified Teaching on University Student Learning. Education Sciences, 13(5), 1–13. https://doi.org/10.3390/educsci13050470

Mulianingsih, M., Yolanda, H., Widiastuti, N. A., & Hayana, H. (2021). Media Permainan Ular Tangga sebagai Upaya Peningkatan Pengetahuan Ibu Hamil Tentang Stunting di Polindes Gerung Utara Puskesmas Gerung Lombok Barat. Jurnal Pengabdian Multidisiplin, 1(1), 33–40. https://doi.org/10.51214/japamul.v1i1.88

Mulyawati, Y., & Windiyani, T. (2020). The Effects of Using Snake and Ladder Media towards Elementary School Students’ Learning Outcomes. Journal Of Teaching And Learning In Elementary Education, 3(2), 182–191. https://doi.org/10.51214/japamul.v1i1.88

Nikmah, N., Rahayu, R., & Fajrie, D. N. (2020). Penerapan Media Pembelajaran Math Mobile Learning Untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Kelas IV. WASIS : Jurnal Ilmiah Pendidikan, 1(2), 44–52. https://doi.org/10.24176/WASIS.V1I2.4895

Nurfadillah, S., Saputra, T., Farlidya, T., Wellya Pamungkas, S., Fadhlurahman Jamirullah, R., & Muhammadiyah Tangerang, U. (2021). Pengembangan Media Pembelajaran Berbasis Media Poster Pada Materi “Perubahan Wujud Zat Benda” Kelas V Di Sdn Sarakan Ii Tangerang. Jurnal Pendidikan dan Ilmu Sosial, 3(1), 117–134. https://ejournal.stitpn.ac.id/index.php/nusantara

Perpres, R. (2017). Pelaksanaan Pencapaian Tujuan Pembangunan Berkelanjutan (57 Tahun 2027).

Riduwan. (2018). Skala Pengukuran Variabel-variabel Penelitian. ALFABETA. https://ejournal.stitpn.ac.id/index.php/nusantara

Rosada, M. A., Sukini, T., & Idhayanti, R. I. (2019). the Influence of Health Education By Snakes and Ladders Game Toward Knowledge Level About Complications Prevention Among High Risk Pregnant Women At First Trimester. Midwifery and Nursing Research, 1(2), 105. https://doi.org/10.31983/manr.v1i2.5291

Salombe, Y. S. (2021). Penggunaan Permainan Ular Tangga Terhadap Hasil Belajar Mata Pelajaran IPS Siswa Sekolah Dasar. Mahaguru: Jurnal Pendidikan Guru Sekolah Dasar , 2(1), 62–67. https://doi.org/10.33487/mgr.v2i1.1724

Sari, P. (2019). Analisis Terhadap Kerucut Pengalaman Edgar Dale dan Keragaman Gaya Belajar untuk Memilih Media yang Tepat dalam Pembelajaran. Mudir : Jurnal Manajemen Pendidikan, 1(1), 42–57. https://doi.org/10.55352/MUDIR.V1I1.7

Sari, R. M., Nurwijayanti, & Aviyuni, H. (2024). The Effectiveness Of Snakes Ladder Games In Increasing Children ’ s Knowledge And Attitudes Regarding Reproductive Health. Journal for Quality in Public Health, 7(2), 209–212. https://doi.org/10.30994/jqph.v7i2.503

Sotos-Martinez, V. J., Baena-Morales, S., Sanchez-De Miguel, M., & Ferriz-Valero, A. (2024). Playing towards Motivation: Gamification and University Students in Physical Activity! Education Sciences, 14(9), 965. https://doi.org/10.3390/educsci14090965

Sugiyono. (2021). Metode Penelitian dan Pengembangan (Research and Development) (5 ed.). ALFABETA. https://cvalfabeta.com/product/metode-penelitian-dan-pengembangan-research-and-development/

Waliyanti, E., Utami, A. S., Novitasari, E., Amelia, M. A. F., Rahmawati, R., & Satria, F. E. (2021). The Influence of MEDULA (Education Media for Snakes and Ladders) on Adolescent Knowledge Levels on Reproductive Health. Journal of Health Technology Assessment in Midwifery, 4(1), 44–51. https://doi.org/10.31101/jhtam.1933

Wiriyanti, M., Syarif, S., Ahmad, M., Prihartini, S. D., & ... (2020). Pengaruh Media Pembelajaran berbasis WEB Terhadap Peningkatan Keterampilan Praktikum Asuhan Kala II Persalinan Mahasiswa DIII Kebidanan. Jurnal Keperawatan Muhammadiyah, 5(2), 77–81. http://103.114.35.30/index.php/JKM/article/view/4085

Wulandari, A., Siwi, R. P. Y., & Modu, S. A. M. (2022). The Effectiveness of Snakes and Ladders Game on Mother’s Activeness in Participating of Pregnant Women’s Classes in South Amanatun District, Timor Tengah Selatan. Journal for Quality in Women’s Health, 5(1), 52–61. https://doi.org/10.30994/jqwh.v5i1.147

Yulizawati, Y., & Fitria, H. (2022). A Development of Student-Centered Learning With Problem-Based Learning Through Blended Learning in 3.B Block (Normal Delivery Care). Proceedings of the 4th International Conference on Educational Development and Quality Assurance (ICED-QA 2021), 650. https://doi.org/10.2991/ASSEHR.K.220303.083

Zulfita, Refti, Y., Busta, S. W., & Yulastri, U. (2020). Ular Tangga Stunting Di TK Buah Hati Kenagarian Kasang Kabupaten Padang Pariaman. Jurnal Kreatifitas Pengabdian Kepada Masyarakat (PKM), 3(April), 52–61.

Zulisa, E. (2021). Pengaruh Penggunaan Game Edukasi Eclipse Crossword Terhadap Hasil Belajar Mahasiswa Kebidanan Program Sarjana Untuk Mata Kuliah Asuhan Kebidanan Pada Kasus Kompleks. Prosiding SEMDI-UNAYA (Seminar Nasional Multi Disiplin Ilmu UNAYA), 4(1), 168–176. http://jurnal.abulyatama.ac.id/index.php/semdiunaya/article/view/2396

Published

11/20/2024

How to Cite

Lellyawaty, L., & Vaira, R. (2024). The development of learning media "UNGGAS NANNO" on subjects of intranatal care and newborn care. JINoP (Jurnal Inovasi Pembelajaran), 10(2), 294–306. https://doi.org/10.22219/jinop.v10i2.35237

Issue

Section

Articles