Influence of Puzzle Game toward the Level of Knowledge among
Elementary Students at Kedungpedaringan 1
Hardiyanto
*
and Fahrany
Frastiqa
STIKES Kepanjen, Jl.Trunojoyo 16, (0341) 397644 Kepanjen, Malang, East Java, Indonesia
Keywords: Puzzle game, Level of Knowledge and Fun of Learning, Learning Methode
Abstract: The incidence of cardiac arrest outside the hospital is still frequent and even increasing frequency. While CPR
volunteer assistance has been widely reported at low rates in various parts of the world. This requires the
existence of other recommended methods and methods so that the level of availability and knowledge of CPR
volunteers becomes greater. Teaching to early age is recommended because the earlier they know the
management of CPR, the better their knowledge will be in the future. Children are learners who are quick and
easy to motivate. This then encourages researchers to examine alternative methods that can be used to increase
the knowledge and number of CPR Volunteers. The purpose of this study was to find out the benefits of using
Puzzle games in increasing knowledge about CPR in the elementary student of SD Kedungpedaringan
Kepanjen. The research method was Quasy experimental. The sample used was 44 people by simple random
sampling. Samples were divided into two experimental groups; group 1 used standard teaching techniques
(SAP), Group 2 used Puzzle games. The result was a significant effect (p <0.01) between learning using SAP
/ Module and Puzzle Games on the level of knowledge of respondents before and after treatment. Responded
stated that he preferred learning using the Puzzle game. Discussion: Puzzle game is a form of an educational
game that functions not only as a means of play but also as a form of education to students. The function of
the game is to create a pleasant atmosphere for students. With a pleasant atmosphere, students can receive
and understand information that is conveyed more easily.
1 INTRODUCTION
Hospital Outpatient (HOURS) is an event of
someone's heart-stopping that takes place outside the
Hospital. Handling of HJLRS is by performing Lung
Heart Resuscitation (RJP) immediately, where this
RJP is done by RJP Volunteers or anyone who can
provide RJP assistance at that time (Ann-Britt, 2007).
Bobrow and Bentley, in 2010, examined the
assistance of RJP Volunteers. The results in 2005,
RJP Volunteer assistance provided as much as 28.2%
of the total incidence of HJLRS, obtained by patients
who survived was 3.7%. In 2009, with the help of
CPR volunteers as much as 39.9% of the total
incidence of HJLRS, it was found that the survivors
were 9.8%. The more people who can provide RJP
assistance, the higher the level of HJLRS patient
safety (Bobrow, Bentley, 2010).
Meanwhile, there are not many available RJP
volunteers in various countries. Vaillancourt in
Ottawa said that out of more than 5,000 HJLRS
incidents, only 35.2% of aid was provided by RJP
volunteers (Vaillancourt, 2008). The low level of
CPR volunteer assistance has been widely reported in
various parts of the world (Abella, 2008). Several
reasons have been found by various studies, where
one of the main factors is people's unwillingness to
learn CPR. People are reluctant to learn CPR in the
form of training because they have no interest, the
complexity of CPR procedures, unwillingness to
attend training classes, and have physical limitations
(Nichol G, 2008).
Other methods and methods are recommended so
that the level of RJP Volunteers is more available.
Improvement of community knowledge no longer has
to follow the old way but more creatively (Abella,
2008). Teaching to an early age is recommended
because the earlier they get to know the RJP
management, the better their knowledge going
forward. Children are fast and easy learners to be
motivated. Jones (2007) found that children aged 6 to
7 years can provide basic life support well to
Hardiyanto, . and Fahrany, F.
Influence of Puzzle Game toward the Level of Knowledge among Elementary Students at Kedungpedaringan 1.
DOI: 10.5220/0009314602750279
In Proceedings of the 2nd Health Science International Conference (HSIC 2019), pages 275-279
ISBN: 978-989-758-462-6
Copyright
c
2020 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
275
unconscious victims, and at the age of 13-14 years,
they can provide chest compression competently.
This then encourages researchers to examine
alternative methods that can be used to increase the
knowledge and number of CPR volunteers. The use
of Image Puzzle toys is the choice of researchers.
Image Puzzle is a game that is easy to use and play
for children. By using the RJP management image as
a puzzle that they will dismantle, the information will
be conveyed to them. The concept of the picture
puzzle that the researchers designed was how to
convey basic RJP material to children in a way that
they could like, namely, through the play method.
With picture puzzles, children feel happy and
cheerful but can still provide RJP information from
the pictures they see in the form of RJP data concepts.
In addition to increasing knowledge, we also hope to
increase children's willingness to assist CPP
Volunteers.
2 METHOD
The research method used Quasy experimental,
which is an impure experimental method that cannot
strictly control the sample or method used. The
sample used was 44 people who were obtained by
simple random sampling.
Samples were randomly selected according to the
sampling formula for experimental research.
Furthermore, the sample was divided into 2
experimental groups, namely group 1, as a control
group using standard teaching techniques (SAP).
Group 2 uses puzzle games for 3x50 minutes. The
treatment is given under the provisions above, and
then the next step will be carried out.
The variables in this study are the Independent
and the dependent variables. The independent
variable in this study is the provision of teaching
through the puzzle game method. While the
dependent variable in this study is the level of
knowledge, data collection will be done through
questionnaires given pre and post research.
Data processing techniques based on the steps of
Editing, Coding, Data Entry, Cleaning, and
tabulating.
3 RESULTS AND DISCUSSION
The result of the study described in table 1
Table 1: Univariate and Bivariate Analysis of Variable
Knowledge
Group Mean SD Min-Max p (pre-
post)
Pre
Group 1
37,08
12,67
15- 60
Group 2 47,50 8,47 30- 70
Post
Group 1
Group 2
50.00
58,75
7,52
8,09
30-55
50-75
0,001
0,000
Group 1: Control Group using module/SAP
Group 2: Experiment Group using ‘puzzle Games
Bivariate test using Wilcoxon
In Table 1, the researcher presents the
respondent's knowledge variable data before and after
treatment is given to each group. The group with the
'puzzle game' treatment only, that is in group 2,
experienced an increase in knowledge after being
treated compared to before treatment. The increase in
the value of knowledge in group 2 is the mean before
treatment 47.5 increased to 58.75 after treatment.
While the control group that received SAP counseling
treatment also experienced an increase in the average
value of knowledge from before the treatment mean
37.08 after the treatment obtained a mean of 50.00.
When compared, the average increase in the value of
knowledge of group 2 between before and after
treatment was 12.92 greater than the increase in the
average knowledge of group 1 by 11.25.
From table 1, we can also see the results of the
Bivariate Test between before treatment and after
treatment using the Wilcoxson Test for each group. In
group 1 or using SAP, the test results obtained 0.001
or less than 0.05, which means there is a significant
difference between the average value of knowledge
before treatment and the average value of knowledge
after treatment. In group 2 or using Puzzle Games, the
test results <0.001, which means there is a significant
difference between the average value of knowledge
before treatment and the average value of knowledge
after treatment.
Table 2: Results of the Mann-Whitney Bivariate Analysis
between group 1 and group 2
Group P-Value Group
Group 1 0,001 Group 2
This analysis aims to compare the post-
treatment values between group 1 using SAP with
Group 2 using a Puzzle game. From the table above,
HSIC 2019 - The Health Science International Conference
276
p-value <0.05 is obtained between group 1 and group
2, which means there is a significant difference from
the value obtained by group 1 and group 2.
In Table 2, the researcher presents the
respondent's knowledge variable data before and after
treatment is given to Group 1 which is given
treatment using the SAP Module only. When viewed
from the average value of knowledge, it is known that
there is a significant increase from an average value
of 61.2 to 80.8. This is evidenced by the paired T-test
analysis test, which shows the value of p <0.01, which
means there is a significant difference between the
value of knowledge before treatment with the value
of knowledge after treatment.
From table 3 below, it can be seen in more detail
in which part of the knowledge variable is increasing
in each group. In the sub-1 knowledge variable,
between the 2 control groups using SAP (Group 1)
and the Group using Puzzle (Group 2), groups 1 and
2 received the highest increase in correct answers
related to 'Symptoms of cardiac arrest', which
increased about 5 answers in both groups, while the
question 'Help if the victim knows there is no pulse?'
experienced a decrease in correct answers especially
in group 2 from 14 correct answers decreased to 9,
and group 1 decreased from 15 correct answers to 14
correct answers.
Table 3: Sub-Analysist on Variabel Knowledge based on Sum of True Answer
Question Kel 1
(pre-post)
Kel 2
(pre-post)
Sub-1
Understanding RJP
Help when seeing someone fall/faint
Help if the victim is unconscious?
Help if the victim knows there is no pulse?
Benefits of RJP
Stop cardiac arrest
Signs of Symptoms of cardiac arrest
8-12
9-14
6-10
15-14
8-9
12-14
8-14
0-5
18-18
11-13
14-9
11-9
8-8
5-11
Sub-2
Understanding RJP Volunteers
Benefits of RJP by volunteers
Chest compressions; breath
RJP Principle
Can CPI volunteers contract the disease while helping?
Is RJP breaking the law?
When do volunteers stop helping?
14-10
9-11
5-14
9-14
7-13
12-17
4-9
18-16
4-10
7-17
2-14
14-19
14-16
4-6
Sub-3
Definition of Chain of Survival
The first chain of Survival
The second chain of Survival
The third chain of Survival
The fourth chain of Survival
The nature of the management of the Chain of Survival
5-11
10-15
10-15
4-8
15-8
8-8
11-14
11-6
4-11
7-9
11-13
16-11
Sub 1: Knowledge of CPR
Sub 2: Knowledge of CPR Volunteer
Sub 3: Knowledge of Chain of survival
n = 17
In the sub-2 knowledge variable, between group
1 (the control group using SAP) and 2 (the puzzle use
group), group 2 received the highest total increase in
incorrect answers. In this sub-2 of knowledge, group
4 received the highest increase in questions about the
'RJP Principle', which increased from 2 correct
answers to 14, then followed by questions about dada
Chest compressions; breath ', where before treatment
there were only 7 correct answers increased to 17.
In the sub-3 knowledge variable, group 2 also
got the highest total increase in correct answers
compared to group 1. The highest increase in group 2
in sub-3 was obtained from questions about the
'second chain of survival' were before four
Influence of Puzzle Game toward the Level of Knowledge among Elementary Students at Kedungpedaringan 1
277
treatments; only the correct answers increased to 11
with the right answer.
From the data table, it is found that respondents
get an increase in the value of knowledge after
treatment, both in the control group and the
experimental group. Wilcoxon test results obtained
data p <0.05, which means there are significant
differences in the value of knowledge between before
and after the puzzle game treatment.
Knowledge is a process that is passed by an
individual through various kinds of sense of
acceptance he has. The process that develops in a
learning process will be stored in the form of
memories where these memories can be reopened in
the future. This suggests that the intensity of someone
or someone's attention to the learning process will
affect how much results are achieved in learning.
Most of one's knowledge is obtained through the
sense of hearing (ears), and the sense of sight (eyes)
(Notoadmodjo, 2005 p.50).
Several things affect one's level of knowledge.
Internal factors such as education are needed to get
information (such as things that support health to
improve the quality of life). Education can affect a
person including one's behavior about lifestyle,
especially to participate in the development of
knowledge. Another factor is the environmental
factor. The environment is a condition that exists
around humans, where he can influence the learning
process. The next factor is socio-culture, where socio-
cultural systems that exist in society can influence the
attitude in receiving information (Notoadmodjo,
2005).
Puzzle games are included in Educative
Learning Media. Educative learning media here is the
media used for student learning, which is more
familiarly referred to as an educational game tool
(APE). APE is "a game tool deliberately designed
specifically for educational purposes" (Mayke
Sugianto, T, 1995). Meanwhile, according to Suyadi
(2009: 53), what is meant by APE is "all forms of play
that can provide knowledge and abilities of children."
Thus this educational play tool is a tool used for
playing children but can help the learning process of
students by developing certain aspects of children.
According to Sudono in Suyadi (2009: 53), this
game can be created by making a game that has
properties such as loading and unloading, grouping,
combining, composing, and others. The teacher can
make this type of APE following the needs and
environmental conditions of students. Surely this tool
must be made as attractive as possible so that students
are interested in using it.
In addition to intelligence tests, this educational
puzzle game has many functions, including 1)
Practicing concentration, accuracy, and patience 2)
Strengthening memory 3) Introducing children to the
concept of 'relationships' 4) By choosing shapes, can
train children to think mathematically (using left
brain). Within the scope of the game, excellent
features in the game such as feeling to be challenged,
imaginative, and fun, provide the perfect situation for
students to be able to connect with learning. Then the
competitive nature of the game, where one must
defeat their opponents to win through collaboration
with friends and set different strategies, has shown
significant benefits for learning. Finally, the game in
learning allows two-way communication where there
is not only material or instruction but also a condition
where learning is actively absorbed through different
strategies (Baker et al., 2005).
In this study, group 1 received treatment in the
form of teaching using the Teaching Program Module
/ Unit (SAP). Respondents get the material through
the lecture method, asking questions and discussions
with other friends or teachers who provide the
material. This method is one method that is often used
to improve public health knowledge in general.
Teaching in the context of health is defined as an
effort to increase one's knowledge and abilities of
existing situations or systems through learning to
achieve better health outcomes or understanding
(Muninjaya, 2004).
The results obtained by group 1 are in line with
research conducted by Afrianto (2013), who uses
teaching to increase knowledge of self-protection
tools (PPE) for paprika farmers in Kumbo village.
There was a significant increase in the knowledge of
participants after being given treatment. Of the 20
farmers (65%) who previously had insufficient PPE
knowledge, no farmers had less PPE knowledge.
Teaching can improve one's knowledge because
teaching provides new information to individuals.
4 CONCLUSION
There is a significant increase in the value of
knowledge between groups one and group two.
Deeper research is needed regarding the appropriate
duration and type of learning that can explore the
benefits of puzzle educational games to the fullest.
The method of learning with puzzle games still needs
to be investigated further, whether it can stand alone
or should be an additional method of learning that
already exists.
HSIC 2019 - The Health Science International Conference
278
REFERENCES
Allan S, Dariush M, Veronique L, Emelia J. Heart Disease
and Stroke Statistics—2013 Update: A Report From the
American Heart Association. AHA: Circulation, 2013.
124-143: S785-S805
Abella BS, Aufderheide TP, Eigel B. Reducing barriers for
implementation of bystander-initiated
cardiopulmonary resuscitation: a scientific statement
from the American Heart Association for healthcare
providers, policymakers, and community leaders
regarding the effectiveness of cardiopulmonary
resuscitation. AHA: Circulation 2012; 117:704-9
Ann-Britt, 2011. How can we optimize bystander basic life
support in a cardiac arrest?. Institute of Medicine
Dept. of Molecular and Clinical Medicine/Cardiology
Sahlgrenska Academy at Göteborgs University
Sahlgrenska University Hospital Göteborg, Sweden
Baker A, Oh Navarro E, van der Hoek (2011). An
experimental car game for teaching software
engineering processes. J Syst Software 75,3–16.
Dwi Siswoyo. (2015). Ilmu Pendidikan. Yogyakarta: UNY
Pers.
Djiwandono, Sri Esti Wuryani. 2002. Psikologi Pendidikan.
PT. Gramedia Widia Sarana Indonesia. Jakarta, hal.
148-158,174-180.
Ellington H, Addinall E, Percival F (1981). Games and
Simulations in Science Education, New York: Nichols.
Gutierrez, Arnel F, 2013. Development and Effectiveness of
an Educational Card Game as Supplementary Material
in Understanding Selected Topics in Biology.
Education Department, Bulacan State University–
Sarmiento Campus, City of San Jose del Monte,
Bulacan 3023, Philippines
Hamasu, 2008. Effects of BLS training on factors
associated with attitude toward CPR in college
students. Elsevier Ireland Ltd. Resuscitation 80 (2009)
359–364
Notoadtmodjo, S (2011). Pendidikan dan perilaku
kesehatan. Jakarta : Rineka Cipta.
Poerwadarminta, W.J.S. 2005. Kamus Umum Bahasa
Indonesia. Jakarta : Balai Pustaka
Suharsono, tony dan Kartikawati, dewi, 2009.
Penatalaksanaan Henti jantung diluar rumah sakit.
UMM Press : Malang.
Supriyono, Mamat, 2008. Faktor-Faktor Risiko Yang
Berpengaruh Terhadap Kejadian
Penyakit Jantung Koroner. UNDIP : Semarang
Schneider L, Oliveira DS, Strapasson ACP, Ferreira BP,
Molina CG,Stopiglia CDO, Fischer G, Scroferneker
ML (2012). White blood cellgame: a teaching method.
Int J Health Promot Educ 50, 311–317.
Slameto. 1995. Belajar dan Faktor-faktor yang
Mempengaruhinya. PT. Rineka Cipta, Jakarta, hal. 75-
85.
Suryabrata, Sumadi. 1990. Psikologi Pendidikan.
CV.Rajawali, Jakarta, hal. 64-70.
Wasty, Soemanto. 1990. Psikologi Pendidikan. PT. Renika
Cipta, Jakarta, hal. 97-125, 215-218.
Influence of Puzzle Game toward the Level of Knowledge among Elementary Students at Kedungpedaringan 1
279