Main Article Content
Abstract
Background: Usia sekolah merupakan periode potensial untuk melakukan edukasi pencegahan kanker seperti menghindari pola makan tidak sehat, meningkatkan aktivitas fisik, mengurangi paparan zat berbahaya seperti rokok dan polusi, serta melakukan vaksinasi pencegahan kanker sejak dini. Kegiatan pengabdian masyarakat ini bertujuan untuk memberikan edukasi pencegahan kanker pada anak usia sekolah dengan metode yang menyenangkan dan interaktif. Metode: Edukasi dilakukan menggunakan media video animasi dan snake & ladder interactive games melalui dua pendekatan, yaitu community-based dan school-based, untuk melihat efektivitas metode dalam konteks yang berbeda. Hasil: Berdasarkan hasil pretest dan posttest, terjadi peningkatan rerata skor pengetahuan dari 49,29 menjadi 76,67 (peningkatan 27,38 poin) pada pendekatan community-based, dan dari 54,71 menjadi 91,18 (peningkatan 36,47 poin) pada pendekatan school-based. Kesimpulan: Kegiatan pengabdian masyarakat terlaksana dengan baik dan efektif, Pendekatan ini juga berpotensi menjadi media edukasi kesehatan yang efektif dan menyenangkan.
Keywords
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
© 2025 Oleh authors. Lisensi Jurnal SOLMA, LPPM-Uhamka, Jakarta. Artikel ini bersifat open access yang didistribusikan di bawah syarat dan ketentuan Creative Commons Attribution (CC BY) license. (http://creativecommons.org/licenses/by/4.0/).
References
- Abraham, O., & McCarthy, T. J. (2024). An Introduction to the OutSMART Cancer Serious Game: Current and Future Directions. JMIR Cancer, 10, e56168. https://doi.org/10.2196/56168
- Ali, A., Dea Venica, S., Aini, W., & Faisal Hidayat, A. (2025). Efektivitas Media Pembelajaran Interaktif dalam Meningkatkan Minat dan Motivasi Belajar Siswa Sekolah Dasar. Journal of Information System and Education Development, 3(1), 1–6. https://doi.org/10.62386/jised.v3i1.115
- Alotaibi, M. S. (2024). Game-based learning in early childhood education: a systematic review and meta-analysis. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1307881
- Bray, F., Laversanne, M., Sung, H., Ferlay, J., Siegel, R. L., Soerjomataram, I., & Jemal, A. (2024). Global cancer statistics 2022: GLOBOCAN estimates of incidence and mortality worldwide for 36 cancers in 185 countries. CA: A Cancer Journal for Clinicians, 74(3), 229–263. https://doi.org/10.3322/caac.21834
- de Sousa Biró, A. V., de Souza Fernandes, J. A., Pessoa dos Santos Fernandes, S. M., Santana Ribeiro, L. C., Cassiano de Almeida, G., & Cassiano de Almeida, G. (2025). Serious game as an educational tool to promote the health of children and adolescents with cancer. Investigación y Educación En Enfermería, 43(1). https://doi.org/10.17533/udea.iee.v43n1e02
- Ferlay, J., Ervik, M., Lam, F., Laversanne, M., Colombet, M., Mery, L., Piñeros, M., Znaor, A., Soerjomataram, I., & Bray, F. (2024). Global cancer observatory: cancer today. World Health Organization. https://gco.iarc.who.int/today
- Fitrizah, M. K., Raksanagara, A. S., & Agoes, R. (2020). The Influence Of Snakes And Ladders Game To Improve Knowledge And Attitudes Of Elementary School Students About Stop Babs In Bandung City. The Indonesian Journal of Public Health, 15(2), 173. https://doi.org/10.20473/ijph.v15i2.2020.173-180
- Imamah, N., Dewi, E. R., & Ulfa, M. (2023). Pengaruh Media Video Animasi terhadap Pengetahuan Siswa tentang Kebersihan Gigi dan Mulut di Sekolah Dasar Negeri. JPKM: Jurnal Profesi Kesehatan Masyarakat, 4(1), 39–45. https://doi.org/10.47575/jpkm.v4i1.363
- Kementerian Kesehatan Republik Indonesia. (2023). Survei Kesehatan Indonesia (SKI) Dalam Angka.
- Lestari, V. D., & Huriah, T. (2022). The influence of health education using game-based learning methods on improving smoking prevention behavior among school-age children. Jurnal Aisyah : Jurnal Ilmu Kesehatan, 7(4). https://doi.org/10.30604/jika.v7i4.1290
- Mappasere, F. A., Hakim, L., Burhanuddin, B., Khumaera, I., Amira, N., Shohehuddin, S., & Jannah, H. (2025). Pemberdayaan Anak Sekolah Dasar Melalui Daur Ulang Kreatif di Sanggar Bimbingan Sentul di Kuala Lumpur . Jurnal SOLMA. Jurnal SOLMA, 14(2), 2613–2624. https://doi.org/https://doi.org/10.22236/solma.v14i2.18740
- Mo, W., Saibon, J. Bin, LI, Y., Li, J., & He, Y. (2024). Effects of game-based physical education program on enjoyment in children and adolescents: a systematic review and meta-analysis. BMC Public Health, 24(1), 517. https://doi.org/10.1186/s12889-024-18043-6
- Nugraha, N. P., Ilmi, A. A., & Patima, P. (2021). Metode Edukasi Gizi Berbasis Komunitas Pada Anak Usia Sekolah:Telaah Literatur. Alauddin Scientific Journal of Nursing, 2(2), 118–134. https://doi.org/10.24252/asjn.v2i1.23678
- Salami, A. A., Aladelusi, T. O., Ramprasad, V. P., Jayasinghe, R. D., & Kanmodi, K. K. (2025). Serious games: a game changer in cancer education. Exploration of Digital Health Technologies, 3. https://doi.org/10.37349/edht.2025.101150
- Ulpi, W., Pajarianto, H., Riswanto, A. H., Junior, J. de O., & Bachtiar, M. Y. (2025). Outdoor-Based Snakes and Ladder Game: Stimulation of Hyperactive Children. Al-Hayat: Journal of Islamic Education, 9(2), 503–517. https://doi.org/10.35723/ajie.v9i2.171
- World Health Organization. (2024, February 1). Global cancer burden growing, amidst mounting need for services. https://www.who.int/news/item/01-02-2024-global-cancer-burden-growing--amidst-mounting-need-for-services
References
Abraham, O., & McCarthy, T. J. (2024). An Introduction to the OutSMART Cancer Serious Game: Current and Future Directions. JMIR Cancer, 10, e56168. https://doi.org/10.2196/56168
Ali, A., Dea Venica, S., Aini, W., & Faisal Hidayat, A. (2025). Efektivitas Media Pembelajaran Interaktif dalam Meningkatkan Minat dan Motivasi Belajar Siswa Sekolah Dasar. Journal of Information System and Education Development, 3(1), 1–6. https://doi.org/10.62386/jised.v3i1.115
Alotaibi, M. S. (2024). Game-based learning in early childhood education: a systematic review and meta-analysis. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1307881
Bray, F., Laversanne, M., Sung, H., Ferlay, J., Siegel, R. L., Soerjomataram, I., & Jemal, A. (2024). Global cancer statistics 2022: GLOBOCAN estimates of incidence and mortality worldwide for 36 cancers in 185 countries. CA: A Cancer Journal for Clinicians, 74(3), 229–263. https://doi.org/10.3322/caac.21834
de Sousa Biró, A. V., de Souza Fernandes, J. A., Pessoa dos Santos Fernandes, S. M., Santana Ribeiro, L. C., Cassiano de Almeida, G., & Cassiano de Almeida, G. (2025). Serious game as an educational tool to promote the health of children and adolescents with cancer. Investigación y Educación En Enfermería, 43(1). https://doi.org/10.17533/udea.iee.v43n1e02
Ferlay, J., Ervik, M., Lam, F., Laversanne, M., Colombet, M., Mery, L., Piñeros, M., Znaor, A., Soerjomataram, I., & Bray, F. (2024). Global cancer observatory: cancer today. World Health Organization. https://gco.iarc.who.int/today
Fitrizah, M. K., Raksanagara, A. S., & Agoes, R. (2020). The Influence Of Snakes And Ladders Game To Improve Knowledge And Attitudes Of Elementary School Students About Stop Babs In Bandung City. The Indonesian Journal of Public Health, 15(2), 173. https://doi.org/10.20473/ijph.v15i2.2020.173-180
Imamah, N., Dewi, E. R., & Ulfa, M. (2023). Pengaruh Media Video Animasi terhadap Pengetahuan Siswa tentang Kebersihan Gigi dan Mulut di Sekolah Dasar Negeri. JPKM: Jurnal Profesi Kesehatan Masyarakat, 4(1), 39–45. https://doi.org/10.47575/jpkm.v4i1.363
Kementerian Kesehatan Republik Indonesia. (2023). Survei Kesehatan Indonesia (SKI) Dalam Angka.
Lestari, V. D., & Huriah, T. (2022). The influence of health education using game-based learning methods on improving smoking prevention behavior among school-age children. Jurnal Aisyah : Jurnal Ilmu Kesehatan, 7(4). https://doi.org/10.30604/jika.v7i4.1290
Mappasere, F. A., Hakim, L., Burhanuddin, B., Khumaera, I., Amira, N., Shohehuddin, S., & Jannah, H. (2025). Pemberdayaan Anak Sekolah Dasar Melalui Daur Ulang Kreatif di Sanggar Bimbingan Sentul di Kuala Lumpur . Jurnal SOLMA. Jurnal SOLMA, 14(2), 2613–2624. https://doi.org/https://doi.org/10.22236/solma.v14i2.18740
Mo, W., Saibon, J. Bin, LI, Y., Li, J., & He, Y. (2024). Effects of game-based physical education program on enjoyment in children and adolescents: a systematic review and meta-analysis. BMC Public Health, 24(1), 517. https://doi.org/10.1186/s12889-024-18043-6
Nugraha, N. P., Ilmi, A. A., & Patima, P. (2021). Metode Edukasi Gizi Berbasis Komunitas Pada Anak Usia Sekolah:Telaah Literatur. Alauddin Scientific Journal of Nursing, 2(2), 118–134. https://doi.org/10.24252/asjn.v2i1.23678
Salami, A. A., Aladelusi, T. O., Ramprasad, V. P., Jayasinghe, R. D., & Kanmodi, K. K. (2025). Serious games: a game changer in cancer education. Exploration of Digital Health Technologies, 3. https://doi.org/10.37349/edht.2025.101150
Ulpi, W., Pajarianto, H., Riswanto, A. H., Junior, J. de O., & Bachtiar, M. Y. (2025). Outdoor-Based Snakes and Ladder Game: Stimulation of Hyperactive Children. Al-Hayat: Journal of Islamic Education, 9(2), 503–517. https://doi.org/10.35723/ajie.v9i2.171
World Health Organization. (2024, February 1). Global cancer burden growing, amidst mounting need for services. https://www.who.int/news/item/01-02-2024-global-cancer-burden-growing--amidst-mounting-need-for-services
