THE EFFECT OF REAL LEARNING (EDUTAINMENT) ON IMPROVING HEALTH LITERACY AND STUDENT LEARNING MOTIVATION AT X JUNIOR HIGH SCHOOL

Authors

Yessy Fitriani ( Universitas Muhammadiyah Muara Bungo )

DOI:

https://doi.org/10.52060/healthmaps.v4i1.4567

Abstract

Literacy and numeracy are essential competencies for elementary school students, yet learning is 
often dominated by conventional methods that limit student engagement. This study implemented 
an Edutainment-based learning approach using a literacy and numeracy snake and ladder game to 
improve students’ competencies. Participants were divided into three groups and engaged in game
based learning activities involving literacy questions and numeracy challenges. The program was 
evaluated using a pretest–posttest design and observations of student participation. The results 
showed increased student engagement, enthusiasm, and collaboration throughout the learning 
process. Higher posttest scores compared to pretest scores indicated improvements in literacy and 
numeracy skills. Teachers and schools responded positively to the learning media. Therefore, the 
Edutainment-based literacy and numeracy snake and ladder game is an effective learning strategy 
to enhance student participation and support literacy and numeracy achievement in elementary 
schools. 

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Keywords  :  
Keywords: Edutainment, Permainan Ular Tangga, Literasi, Numerasi
Galleys  :  
Published  :  
2026-06-30
Issue  :  

How to Cite

THE EFFECT OF REAL LEARNING (EDUTAINMENT) ON IMPROVING HEALTH LITERACY AND STUDENT LEARNING MOTIVATION AT X JUNIOR HIGH SCHOOL. (2026). Journal of Health Management, Administration and Public Health Policies, 4(1), 1-8. https://doi.org/10.52060/healthmaps.v4i1.4567

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