NEKOMO, Development of Educational Digital Media to Improve Adolescent Mental Health through Gamification
DOI:
https://doi.org/10.55324/josr.v5i10.3468Keywords:
NEKOMO, adolescent mental health, gamification, DASS-21, anxietyAbstract
Adolescent mental health is an important issue that is often overlooked, particularly in relation to silent anxiety or hidden anxiety, which can be difficult to detect. This study aims to develop NEKOMO (Development of Educational Digital Media to Improve Adolescent Mental Health through Gamification), a gamification-based digital educational medium designed to help adolescents recognize, manage, and reduce anxiety symptoms through interactive activities. The research employed a Research and Development (R&D) approach using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The DASS-21 (Depression Anxiety Stress Scale–21 Items) instrument was used to measure anxiety levels before and after using the application. Validation by subject matter experts and media experts was conducted to evaluate the feasibility of the application's content and interface. Of the 128 students who participated as initial respondents, 45 students completed both the pre-test and post-test assessments. The results of the Wilcoxon Signed-Rank Test showed a significance value of p < 0.05 across all DASS-21 domains, indicating a significant difference between scores before and after the use of the application. The average expert validation score ranged from 3.5 to 3.6 out of 4.0, categorized as "Suitable for use with minor revisions." Therefore, the NEKOMO application was considered valid and feasible and was associated with reduced anxiety levels and increased mental health awareness among adolescents at Al-Azhar 1 Jakarta Islamic High School. Further studies using a controlled experimental design are recommended to confirm the effectiveness of the application.
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Copyright (c) 2026 Haryomo Nayottama Pracaya, Yeni Yuniarti

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