GANZ: “Gerakan Anti Narkoba” through the Game of Guess the Picture for Students at SMP Kalam Kudus, Abepura

Authors

  • Mona Safitri Fatiah Universitas Cenderawasih
    Indonesia
    https://orcid.org/0000-0002-1777-4948
  • Muhammad Fajar Aswad Nugroho Universitas Cenderawasih
    Indonesia
  • Cornelia Hanata Delizea Universitas Cenderawasih
    Indonesia
  • Ade Alwi Imbiri Universitas Cenderawasih
    Indonesia
  • Ruth Bugerom Universitas Cenderawasih
    Indonesia
  • Agnes Tegai Universitas Cenderawasih
    Indonesia
  • Milla Gori Wendani Universitas Cenderawasih
    Indonesia
  • Kristina Ansek Universitas Cenderawasih
    Indonesia
  • Rosa Simatauw Universitas Cenderawasih
    Indonesia
  • Sarni Rante Allo Bela Universitas Cenderawasih
    Indonesia

DOI:

https://doi.org/10.23917/warta.v28i3.11394

Keywords:

Adolescents, Subtance abuse prevention, game-based learning, image guessing game

Abstract

Substance abuse involving narcotics, psychotropics, and other addictive substances (NAPZA) among adolescents remains a public health concern in Jayapura City. Preliminary observations at Kalam Kudus Junior High School revealed that most students had limited knowledge regarding the dangers of substance abuse, while the available educational media remained conventional and less engaging for adolescents. This Community Service Program (PKM) aimed to improve students’ knowledge and attitudes toward the dangers of NAPZA through an educational picture-guessing game, implemented in the activity entitled GANZ: Gerakan Anti-NAPZA (Anti-NAPZA Movement). The program was designed using a Participatory Action Research (PAR) approach and conducted among 57 students at Kalam Kudus Junior High School on April 11, 2025. The intervention consisted of four stages: (1) identification of target groups, (2) health education and sharing sessions, (3) pre- and post-test data collection, and (4) implementation of the educational picture-guessing game. Data were collected using pretest and posttest questionnaires and analyzed with STATA 16. Results showed a 29.9% increase in knowledge and a 25% improvement in positive attitudes toward NAPZA prevention after the intervention. The picture-guessing game proved effective in enhancing adolescents’ knowledge and attitudes regarding the dangers of NAPZA. For sustainability, it is recommended that interactive educational media be integrated into school-based programs, alongside continuous collaboration with teachers and parents, to foster a supportive learning environment for NAPZA prevention among adolescents.

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Author Biographies

Mona Safitri Fatiah, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Muhammad Fajar Aswad Nugroho, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Cornelia Hanata Delizea, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Ade Alwi Imbiri, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Ruth Bugerom, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Agnes Tegai, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Milla Gori Wendani, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Kristina Ansek, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Rosa Simatauw, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

Sarni Rante Allo Bela, Universitas Cenderawasih

Fakultas Kesehatan Masyarakat

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Submitted

29-06-2025

Accepted

07-11-2025

Published

20-11-2025

How to Cite

Fatiah, M. S., Nugroho, M. F. A., Delizea, C. H., Imbiri, A. A., Bugerom, R., Tegai, A., … Bela, S. R. A. (2025). GANZ: “Gerakan Anti Narkoba” through the Game of Guess the Picture for Students at SMP Kalam Kudus, Abepura. Warta LPM, 28(3), 255–264. https://doi.org/10.23917/warta.v28i3.11394