Pemanfaatan Aplikasi Virtual Meeting dan Permainan Digital pada Webinar Edukasi PHBS Masyarakat di Masa Pandemi Covid-19
DOI:
https://doi.org/10.30872/abdikesmasmulawarman.v1i1.7Keywords:
Hidup Sehat, Tatap Maya, Permainan Digital, Covid-19Abstract
Gaya hidup masyarakat sebelum dan di saat pandemi mengalami perubahan contohnya rendahnya aktivitas fisik, peningkatan konsumsi makanan berkalori tinggi, merokok, dan perilaku berisiko lainnya yang dapat meningkatkan angka prevalensi penyakit tidak menular. Strategi edukasi kesehatan berbasis digital masih dibutuhkan guna mendukung peningkatan kesadaran dan kemauan masyarakat untuk hidup lebih sehat. Adapun tujuan kegiatan yaitu meningkatkan pemahaman dan kesadaran masyarakat untuk hidup sehat dan mengembangkan strategi pendidikan kesehatan yang dapat dimanfaatkan di masa pandemi yaitu aplikasi virtual zoom meeting dan permainan digital quizizz. Metode pelaksanaan mengadaptasi model Laswell dan Shannon Weavers’s dengan tahapan 1) persiapan, 2) pelaksanaan dan pengembangan metode pendidikan kesehatan, 3) aktivitas fisik, 4) evaluasi dalam bentuk permainan digital. Adapun hasil kegiatan yaitu pemahaman mengenai perilaku hidup bersih dan sehat peserta pada beberapa konsep PHBS sudah berada di atas 70% yaitu konsep dan manfaat germas, manfaat konsumsi air putih, perilaku mencuci tangan dan upaya menjaga lingkungan. Perlu di lakukan intervensi edukasi lebih lanjut pada aspek yang masih rendah yaitu konsep aktivitas fisik, gizi sehat dan seimbang yang lebih mendalam. Diharapkan adanya kolaborasi multisektor dan kombinasi strategi preventif lainnya agar keterlibatan berbagai pihak dalam menyukseskan perubahan perilaku kesehatan masyarakat dapat berjalan maksimal.
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