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