GAMISAFE: Gamification-Based Learning Application to Prevent Sexual Harassment in Elementary School
DOI:
https://doi.org/10.22460/pej.v10i1.6933Keywords:
Elementary School, Gamification, Learning Application, Sexual HarassmentAbstract
Sexual violence or sexual harassment can occur among children. This issue is not only the responsibility of parents, but also includes the responsibility of teachers and the surrounding environment. This study aims to develop a gamification-based learning application to prevent sexual harassment in elementary schools and to determine the validity and practicality of the learning application product. This study uses a Research and Development (R&D) research type with the ADDIE model through five stages: Analyze, Design, Development, Implementation, and Evaluation. The subjects in this study consist of teachers and upper-grade elementary school students at one elementary school in Malang City. The data collection techniques used were interviews, observations, and surveys. The data analysis techniques used were descriptive qualitative and descriptive quantitative. The validation results showed that the application received a score of 96.67% from media experts and 95% from content experts, both of which fall into the highly valid category. Meanwhile, the individual trial results showed a score of 98.75% (very good category), the small group trial scored 75% (good category), and the large group trial scored 91.25% (very good category). Based on these results, the developed application is deemed suitable for use as an educational tool and as a preventive measure against sexual harassment among elementary school students, applicable both in classroom and extracurricular activities.
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