“Mr.LIFE si Mandor”: Menjaga kesehatan dan keselamatan kerja di sekitar kita dengan menggunakan media edukasi virtual berbasis board game K3

Authors

  • Muhammad Zhafirthariq Athallah Suryaprabaswara SMA Negeri 7 Yogyakarta, Yogyakarta, Daerah Istimewa Yogyakarta
  • Fadel Wicaksono SMA Negeri 7 Yogyakarta, Yogyakarta, Daerah Istimewa Yogyakarta
  • Akhmad Bagus Nuryanto SMA Negeri 7 Yogyakarta, Yogyakarta, Daerah Istimewa Yogyakarta

DOI:

https://doi.org/10.51169/

Keywords:

Board Game, K3, Augmened Reality

Abstract

Occupational Health and Safety (K3) is an effort to create a healthy and safe environment that aims to protect human life. K3 is still not implemented properly in the school environment and in the home environment. The researcher of Mr.LIFE si Mandor aims to (1) find out Mr.LIFE si Mandor is able to improve students' understanding of occupational safety and health in daily life and (2) find out the effectiveness of the learning media Mr.LIFE si Mandor to improve the understanding of K3 in the school environment. This research started from making board game designs using Procreate and augmented reality applications using the Unity game engine. After that, material tests and question tests are carried out to material experts to determine the feasibility of K3 materials and questions. Then, a media test was carried out to media experts. Then, data collection was carried out at SMP Negeri 15 Yogyakarta. From this study, it can be concluded that the learning media Mr.LIFE si Mandor can help students in improving their K3 knowledge. Mr.LIFE si Mandor learning media is also effective in improving students' K3 understanding. There was an increase in value of 37.79% in the sample using the learning media Mr.LIFE si Mandor. Meanwhile, the sample that did not use the learning Mr.LIFE si Mandor, the increase in value was only 15.71%.

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Published

10-09-2024

How to Cite

Suryaprabaswara, M. Z. A., Wicaksono, F., & Nuryanto, A. B. (2024). “Mr.LIFE si Mandor”: Menjaga kesehatan dan keselamatan kerja di sekitar kita dengan menggunakan media edukasi virtual berbasis board game K3. Adi Karsa : Jurnal Teknologi Komunikasi Pendidikan, 15(2), 191-198. https://doi.org/10.51169/