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MELIUS CRAS: GAME-BASED LEARNING METHODE TO REDUCE ANXIETY FOR STUDENTS
Susan Fitriyana(a), Titik Respati(b), Nurul Romadhona(c), Ganang Ibnusantosa (d)

a) Faculty of Medicine, Unisba
Jalan Tamansari No.22, Bandung, Indonesia
*susanfitriyananugraha[at]gmail.com
b) Faculty of Medicine, Unisba
c) Faculty of Medicine, Unisba
d) Faculty of Medicine, Unisba


Abstract

Introduction: Anxiety is a mental health problem that often occurs in students and can cause serious problems. Inadequate handling of anxiety will interfere with academic performance, which impacts students^ mental health deterioration.
Aim of Study: This study aims to develop a game-based learning program to reduce anxiety in students
Method: This study uses a quasi-experimental pre-and post-test design. This study involved 40 students from universities throughout Indonesia, with a balanced proportion between men and women. This program is held for six days in August 2021 online using the messenger application. This game consists of 5 parts: grounding, unhooking, making a room, being kind and acting on your value, and reflecting and resharing the journey. In this activity, the researcher will give narration to mediate participants in completing each challenge in each activity.
Results: The results of the pre and post-tests show that participants feel happy to follow the game and can reduce the participant^s anxiety.
Conclusion Online gamification development can be alternative activities at home or anywhere to reduce stress and anxiety in students

Keywords: Anxiety, Game-Based Learning, Mental Health, Student

Topic: Innovative Education in the Digitali Era

Plain Format | Corresponding Author (Susan Fitriyana)

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