Proceedings of the 4th Social and Humanities Research Symposium (SoRes 2021)

Melius Cras: Game-Based Learning Methods to Reduce Anxiety for Students

Authors
Susan Fitriyana*, Nurul Romadhona, Titik Respati, Ganang Ibnusantosa
Public Health Department, Faculty of Medicine, Unisba, Bandung, Indonesia
Corresponding Author
Susan Fitriyana
Available Online 23 April 2022.
DOI
10.2991/assehr.k.220407.026How to use a DOI?
Keywords
anxiety; game-based learning; mental health; student
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

Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

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Volume Title
Proceedings of the 4th Social and Humanities Research Symposium (SoRes 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
23 April 2022
ISBN
10.2991/assehr.k.220407.026
ISSN
2352-5398
DOI
10.2991/assehr.k.220407.026How to use a DOI?
Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

Cite this article

TY  - CONF
AU  - Susan Fitriyana
AU  - Nurul Romadhona
AU  - Titik Respati
AU  - Ganang Ibnusantosa
PY  - 2022
DA  - 2022/04/23
TI  - Melius Cras: Game-Based Learning Methods to Reduce Anxiety for Students
BT  - Proceedings of the 4th Social and Humanities Research Symposium (SoRes 2021)
PB  - Atlantis Press
SP  - 138
EP  - 141
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.220407.026
DO  - 10.2991/assehr.k.220407.026
ID  - Fitriyana2022
ER  -