Pemberian Promosi Kesehatan Pada Anak Sekolah Melalui Gamification Berbasis Android: Studi Literatur

Anggraini Marissa, Sigit Mulyono


Promotion Of Health to School Children Through Android-Based Gamification: Literature Review. Health Promotion is one of the strategies to maintain and improve health status through changes in healthy living behavior. The implementation of health promotion must be able to keep up with the development of technology and information that continues to develop, as well as respond to public health needs through media that are easy to access by related health promotion targets. Gamification is one of the media developed in the implementation of health promotion in the form of games that are packaged as attractively as possible according to the age target of the expected health information. School children are the target group for health promotion through gamification as a form of special nursing intervention in accordance with the growth and development of age and social issues that continue to develop. Presented as attractively as possible and so that the information conveyed can be accepted, there is motivation so that the expected behavior change occurs.


Keywords: Gamification, health promotion, school age

| Abstract views: 25 | PDF views: 21

Full Text:



Alsaleh, N., & Alnanih, R. (2020). Gamification-based Behavioral Change in Children with Diabetes Mellitus. Procedia Computer Science, 170, 442–449.

Fadhli, M, et all. (2020). A meta-analysis of selected studies on the effectiveness of gamification method for children. International Journal of Instruction, 13(1), 845–854.

Fijačko, N., Creber, R. M., Gosak, L., Štiglic, G., Egan, D., Chaka, B., Debeljak, N., Strnad, M., & Skok, P. (2021). Evaluating quality, usability, evidence-based content, and gamification features in mobile learning apps designed to teach children basic life support: Systematic search in app stores and content analysis. JMIR MHealth and UHealth, 9(7).

Fijačko, N., Gosak, L., Cilar, L., Novšak, A., Creber, R. M., Skok, P., & Štiglic, G. (2020). The effects of gamification and oral self-care on oral hygiene in children: Systematic search in app stores and evaluation of apps. JMIR MHealth and UHealth, 8(7).

Glover, K., & Bodzin, A. (2020). Learner analysis to inform the design and development of a serious game for nongaming female emerging health care preprofessionals: Qualitative sample study. JMIR Serious Games, 8(1).

Guo, J. L., Hsu, H. P., Lai, T. M., Lin, M. L., Chung, C. M., & Huang, C. M. (2021). Acceptability evaluation of the use of virtual reality games in smoking-prevention education for high school students: Prospective observational study. Journal of Medical Internet Research, 23(9), 1–14.

John, D., Deterding,S., Kuhn,K.A., Stevana, A, Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for Health and Wellbeing. Internetnet Intervention, 6, 89-106. Https;//

Johnson, R. W., White, B. K., Gucciardi, D. F., Gibson, N., & Williams, S. A. (2022). Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach. JMIR Pediatrics and Parenting, 5(3).

Kelders, S. M., Sommers-Spijkerman, M., & Goldberg, J. (2018). Investigating the direct impact of a gamified versus nongamified well-being intervention: An exploratory experiment. Journal of Medical Internet Research, 20(7).

Laine, T. H., Duong, N., Lindvall, H., Oyelere, S. S., Rutberg, S., & Lindqvist, A. K. (2022). A Reusable Multiplayer Game for Promoting Active School Transport: Development Study. JMIR Serious Games, 10(1).

Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H.-N. (2019). Engaging children with educational content via Gamification. Smart Learning Environments, 6(1).

Peraturan Menteri Kesehatan RI No. 74 Tahun 2015 tentang Upaya Pengendalian dan Pencegahan Penyakit. (2015) . Jakarta

Pramana, G., Parmanto, B., Lomas, J., Lindhiem, O., Kendall, P. C., & Silk, J. (2018). Using mobile health gamification to facilitate cognitive behavioral therapy skills practice in child anxiety treatment: Open clinical trial. JMIR Serious Games, 20(5).

Redlinger, E., Glas, B., & Rong, Y. (2022). Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment. JMIR Serious Games, 10(2), 1–15.

Rodrigues, L.F., Olivera, A.,& Rodrigues, H. (2019). Main Gamification Concepts. Heliyon,5

Ryu, J. H., Park, J. W., Nahm, F. S., Jeon, Y. T., Oh, A. Y., Lee, H. J., Kim, J. H., & Han, S. H. (2018). The effect of gamification through a virtual reality on preoperative anxiety in pediatric patients undergoing general anesthesia: A prospective, randomized, and controlled trial. Journal of Clinical Medicine, 7(9), 1–8.

Short, C. E., DeSmet, A., Woods, C., Williams, S. L., Maher, C., Middelweerd, A., Müller, A. M., Wark, P. A., Vandelanotte, C., Poppe, L., Hingle, M. D., & Crutzen, R. (2018). Measuring engagement in eHealth and mHealth behavior change interventions: Viewpoint of methodologies. In Journal of Medical Internet Research (Vol. 20, Issue 11). JMIR Publications Inc.



  • There are currently no refbacks.

Jurnal Pendidikan Teknologi Informasi dan Vokasional

Diterbitkan oleh:



Jl. Prof. Dr. Sumantri Brojonegoro No.1Kota Bandar Lampung