From Play to Practice: Designing the Menararia Board Game for Promoting Clean and Healthy Living Behavior Among School-Aged Children

Taufan Asrisyah Ode, Ruri Andesmana, Sania Salsabila

Abstract


Clean and Healthy Living Behavior in schools serves as a foundational step toward cultivating healthy and high-quality human resources for national development. This study aimed to develop a health promotion medium in the form of a board game called Menararia, designed to enhance knowledge and engagement among school-aged children. This research employed a qualitative research and development (R&D) design. Informants were selected purposively and consisted of three experts (a media specialist, a public health expert, and a practitioner)  and three elementary school students. Data were collected through direct observation and in-depth interviews. The development process comprised strategic design, media development, and initial testing. During the strategic design phase, the team defined communication objectives using the SMART framework, launched a school-based   improvement program called ARSHAT (Anak Bersih, Sehat, Kuat or Clean, Healthy, and Strong Children), identified key implementation partners (e.g., Jember Health Office, Semboro Health Center, and UNICEF Indonesia), and established an implementation timeline (March–May 2023). The development phase included creating educational materials based on eight   indicators, designing game components (board, cards, and rules), and producing visual elements with consistent use of blue, white, and gray color schemes and child-friendly typography (Poppins, PhagsPa, Arial). Experts found the game largely appropriate but recommended minor adjustments. The Menararia board game shows strong potential as a health communication medium to promote Clean and Healthy Living Behavior among children. Initial feedback suggests it is engaging and contextually relevant, though minor content revisions are needed to optimize its effectiveness.

 

Keywords:  Clean and Healthy Living Behavior, Board Game, School-Aged Children, Health Promotion, Educational Media

Full Text:

PDF

References


Asharo, R. K., Arifiyanto, A., Khaleyla, F., & Rahmadi, C. T. (2021). Wawasan Perilaku Hidup Bersih dan Sehat (PHBS) di Masa Kenormalan Baru dalam Upaya Mencegah Penyebaran Covid-19 di Lingkungan Sekolah. Mitra Mahajana: Jurnal Pengabdian Masyarakat, 2(2), 184–192. https://doi.org/10.37478/mahajana.v2i2.977

Azfiani, S. N. N. (2022). Faktor-Faktor Yang Berhubungan Dengan Perilaku Hidup Bersih Dan Sehat (Phbs) Tatanan Sekolah Pada Anak Sekolah Dasar (SD) Di Wilayah Kerja Puskesmas Pakuan Baru Kota Jambi Tahun 2022. In Repository Universitas Jambi. Universitas Jambi.

Azizi-Soleiman, F., Heidari-Beni, M., Hemati, Z., & Kelishadi, R. (2023). Designing and Developing an Educational-Therapeutic Game for Improving Healthy Lifestyle in Children and Adolescents. International Journal of Computer Games Technology, 2023(1), 7. https://doi.org/https://doi.org/10.1155/2023/9897496

Bawawa, M., Purwanti, R., & Pertiwi, S. A. (2025). Development of A Basic English Board Game on Local Culture as An Interactive Learning Media for Elementary Students in Rural Papua. Jurnal Kependidikan, 11(1), 156–166. https://doi.org/https://doi.org/10.33394/jk.v11i1.13635

Caldas, V., Gillespie, B., Thaker, R., Akinleye, A., & Mrazikova, D. (2013). The P Process (Five Steps to Strategic Communication). Johns Hopkins University Press.

Day, S. L., Atilgan, N., Giroux, A. E., & Sawyer, B. D. (2024). The Influence of Format Readability on Children’s Reading Speed and Comprehension. Education Sciences, 14(8), 854–873. https://doi.org/10.3390/educsci14080854

Dinas Kesehatan Provinsi Jawa Timur. (2018). Profil Kesehatan Provinsi Jawa Timur Tahun 2018.

Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X., & Tai, R. H. (2023). Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review. International Journal of STEM Education, 10(1), 10–36. https://doi.org/10.1186/s40594-023-00424-9

Hikmah, F., Susindra, Y., Suandana, I. A., Perwiraningrum, D. A., & Kartika, R. C. (2023). Pemanfaatan Game Edukasi Pada Penyuluhan PHBS di SD Glagahwero 2 Jember. Journal of Community Development, 4(2), 103–110. https://doi.org/https://doi.org/10.47134/comdev.v4i2.154

Hilman, A. F., Karjatin, A., & Lestari, F. S. (2022). Peningkatan Pengetahuan Anak Sekolah Dasar Tentang Phbs Melalui Media Ular Tangga Yang Dimodifikasi. Jurnal Riset Kesehatan Poltekkes Depkes Bandung, 14(1), 9–15. https://doi.org/10.34011/juriskesbdg.v14i1.2058

Kartini, K. S., & Putra, I. N. T. A. (2020). Respon Siswa Terhadap Pengembangan Media Pembelajaran Interaktif Berbasis Android. Jurnal Pendidikan Kimia Indonesia, 4(1), 12–19. https://doi.org/10.23887/jpk.v4i1.24981

Lin, H. C. K., Lin, Y. H., Huang, Y. M., Wang, T. H., & Su, L. K. (2020). Effects of incorporating ar into a board game on learning outcomes and emotions in health education. Electronics (Switzerland), 9(11), 1–15. https://doi.org/10.3390/electronics9111752

Marsofely, R. L., Marleni, W. A., Widiyati, S., & Surahmi, F. (2024). Effectiveness Of Phbs Android Educational Games On Clean And Healthy Living Behaviors In Primary School Children In The Coastal Area Of Bengkulu City. Jurnal Riset Kesehatan, 13(1), 31–36. https://doi.org/10.31983/jrk.v13i1.11234

Maulidina, A. F., Wandi, W., & Rachman, M. Z. (2024). Pengaruh edukasi kesehatan menggunakan board game terhadap pengetahuan dan sikap pemilahan sampah. Journal of Health Research Science, 4(02), 232–239. https://doi.org/10.34305/jhrs.v4i2.1222

Mekarisce, A. (2020). Teknik pemeriksaan keabsahan data pada penelitian kualitatif di bidang kesehatan masyarakat. Jurnal Ilmiah Kesehatan Masyarakat, 12(33), 145–151. https://doi.org/https://doi.org/10.52022/jikm.v12i3.102

Mohamad, F. S., Morini, L., Minoi, J. L., & Arnab, S. (2020). Game-based learning to teach Higher Order thinking in Rural Schools - Case studies in Sarawak Borneo. Interaction Design and Architecture(S), 41, 78–86. https://doi.org/https://doi.org/10.55612/s-5002-041-006

Muqdamien, B., Umayah, U., Juhri, J., & Raraswaty, D. P. (2021). Tahap Definisi Dalam Four-D Model Pada Penelitian Research & Development (R&D) Alat Peraga Edukasi Ular Tangga Untuk Meningkatkan Pengetahuan Sains Dan Matematika Anak Usia 5-6 Tahun. Intersections, 6(1), 23–33. https://doi.org/10.47200/intersections.v6i1.589

Nagy-Pénzes, G., Vincze, F., Víghné Arany, Á., & Bíró, É. (2024). Impact of a Primary School Health Promotion Programme on Adolescents’ Health Behaviour and Well-Being. Children, 11(8), 1–20. https://doi.org/10.3390/children11080919

Nisa, L., Gafar, A., & Malibay, S. (2024). Differences in Knowledge, Attitudes and Actions of Clean and Healthy Living Behaviors in School-Age Children Through Health Lore Games. 4(February), 3030–9859.

Nityanasari, D. (2020). Alat Permainan Edukatif Pasak Warna Untuk Meningkatkan Kemampuan Mengenal Warna Pada Anak Usia Dini. Pendidikan Anak Usia Dini, 4(1), 9–13. https://doi.org/https://doi.org/10.24853/yby.4.1.9-14

Nurhidayati, V. A., & Riyadi, H. (2022). Quality of Water Sources, Sanitation, and Hygiene in Households with Stunted Children in Rural and Urban Areas in West Java. Amerta Nutrition, 6(1), 13–18. https://doi.org/https://doi.org/10.20473/amnt.v6i1SP.2022.13-18

Renamastika, S. N., Yuanta, Y., Puspita, S. D., Selviyanti, E., & Ratri, P. R. (2025). Demonstrasi Game “ Si Gesit ” Sebagai Upaya Peningkatan Pengetahuan Gizi Seimbang Anak Usia Sekolah Dasar. Jurnal Pengabdian Kepada Masyarakat Nusantara (JPkMN), 6(2), 2351–2362. https://doi.org/http://doi.org/10.55338/jpkmn.v6i2.5350

Sibarani, I. S., Damanik, D. M., Rahmadani, P., & Sari, C. F. (2024). The Influence of Animation Media on the Learning Outcomes of Grade 3 Students in Science Subjects at Elementary School 091635 Kerasaan. International Journal of Scientific Multidisciplinary Research (IJSMR), 2(9), 1329–1340. https://doi.org/https://doi.org/10.55927/ijsmr.v2i9.10628

Sieghart, S. (2023). The Influence of Fonts on the Reading Performance in Easy-to-Read Texts: A Legibility Study with 145 Participants. Design Issues, 39(3), 30–44. https://doi.org/https://doi.org/10.1162/desi_a_00724

Tokarchuk, Y. A., Salomatova, O. V., & Gavrilova, E. V. (2024). The Use of Board Games and Digital Games Preschoolers: Results of a Survey of Russian Parents. Psychological-Educational Studies, 16(1), 76–95. https://doi.org/10.17759/psyedu.2024160105

UNICEF. (2023). Playful Classrooms: Sparking learning, growth and wellbeing through LEGO play. UNICEF Romania. https://www.unicef.org/romania/Playful-Classrooms-Sparking-Learning-Growth-and-Wellbeing-Through-LEGO-Play

Vita-Barrull, N., Estrada-Plana, V., March-Llanes, J., Guzmán, N., Fernández-Muñoz, C., Ayesa, R., & Moya-Higueras, J. (2023). Board game-based intervention to improve executive functions and academic skills in rural schools: A randomized controlled trial. Trends in Neuroscience and Education, 33(July). https://doi.org/10.1016/j.tine.2023.100216

Wang, L. H., Chen, B., Hwang, G. J., Guan, J. Q., & Wang, Y. Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis. International Journal of STEM Education, 9(1). https://doi.org/10.1186/s40594-022-00344-0




DOI: http://dx.doi.org/10.30829/contagion.v7i2.25229

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Taufan Asrisyah Ode, Ruri Andesmana, Sania Salsabila

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

 
Contagion: Scientific Periodical Journal of Public Health and Coastal Health by Program Studi Ilmu Kesehatan Masyarakat is licensed under Creative Commons Attribution-ShareAlike 4.0 International License.