Authors :
Ervina Ayu Megaheni; Lanny Sunarjo; Masrifan Djamil
Volume/Issue :
Volume 9 - 2024, Issue 7 - July
Google Scholar :
https://tinyurl.com/t3ehed3z
Scribd :
https://tinyurl.com/4za7vjrm
DOI :
https://doi.org/10.38124/ijisrt/IJISRT24JUL1168
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
Deaf children tend to have a higher frequency of
caries than non-deaf children. Deaf children have
limitations in their sense of hearing when capturing
information. Dental health education in a promotional way
is one strategy that can be used to provide behavior change
for deaf children. Promotives using visual methods are very
suitable because they have high visual capture power. One
of the visual methods is endgame. The technique used is
Research and Development with a quick experiment
Pretest-Posttest group design research design. The subjects
in this research were deaf students at SLBN Gorontalo
City. Intervention: 10 people were given the Android-based
3D Unity Labyrinth Game, and control of 10 people was
given conventional methods. Data collection techniques
include: questionnaires and observation of tooth brushing
and DI examination. Data was tested using the Paired
Sample T Test and Independent Sample T Test. The results
obtained are that the Android-based 3D Unity Labyrinth
Game Model can increase knowledge of brushing teeth and
brushing skills in deaf children and reduce the debris index
in deaf children. The Android-based Unity 3D Labyrinth
Game Model is effective as a learning medium for
improving knowledge of brushing teeth and brushing skills
in deaf children.
Keywords :
Knowledge, Teeth Brushing Skills, Debris Index, Edugame.
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Deaf children tend to have a higher frequency of
caries than non-deaf children. Deaf children have
limitations in their sense of hearing when capturing
information. Dental health education in a promotional way
is one strategy that can be used to provide behavior change
for deaf children. Promotives using visual methods are very
suitable because they have high visual capture power. One
of the visual methods is endgame. The technique used is
Research and Development with a quick experiment
Pretest-Posttest group design research design. The subjects
in this research were deaf students at SLBN Gorontalo
City. Intervention: 10 people were given the Android-based
3D Unity Labyrinth Game, and control of 10 people was
given conventional methods. Data collection techniques
include: questionnaires and observation of tooth brushing
and DI examination. Data was tested using the Paired
Sample T Test and Independent Sample T Test. The results
obtained are that the Android-based 3D Unity Labyrinth
Game Model can increase knowledge of brushing teeth and
brushing skills in deaf children and reduce the debris index
in deaf children. The Android-based Unity 3D Labyrinth
Game Model is effective as a learning medium for
improving knowledge of brushing teeth and brushing skills
in deaf children.
Keywords :
Knowledge, Teeth Brushing Skills, Debris Index, Edugame.