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The Influence of Tepuk Tebak Games as Occupational Health and Safety Education on the Knowledge Level of Hair Salon Workers and Customers

Journal of Safety Education · Vol. 2 No. 2 (2024) · hlm. 48–53

DOI
10.15294/jse.v2i2.78986
ISSN
2988-3504, 2986-6391
Terbit
2024-12-17
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

Working in a hair salon involves exposure to various potential hazards, such as harmful chemicals from hair care products, the risk of injury from sharp tools, and non-ergonomic working postures. These issues can be addressed by enhancing workers' knowledge of occupational safety and health practices by providing education using available educational media. This study aims to analyze the impact of implementing educational media in the form of games on increasing knowledge among salon workers and clients using salon services. The research method used is a pre-experimental study with a single-group pre-test and post-test design. The data obtained comes from two types of sources: primary data and secondary data. Primary data were collected through interviews and direct field observations using a questionnaire as the research instrument, while secondary data were obtained through a literature review. The study showed a significant increase in workers' knowledge after being educated through games. The average knowledge score of workers increased from 45 (pre-test) to 97.5 (post-test). Similarly, salon clients' knowledge also significantly increased from an average score of 67.76 (pre-test) to 93.16 (post-test), with a p-value (<0.001).

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19 penulis · 91 tautan kepenulisan bersama · 48 lintas organisasi

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  • State University of Semarang
  • State University of Makassar
  • Curtin University
  • Universiti Teknologi MARA
  • Universitas Sumatera Utara
  • University of Malaya
  • Organisasi berbeda
  • Organisasi sama
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Rekan penulisOrganisasiArtikel bersama
Hanif Satria FebrianandaState University of Semarang2
Amanda Desti PurboeningrumState University of Semarang2
Favian Anggorokasih Putra AnantoState University of Semarang2
Ririn WulandariState University of Makassar2
Hikmahyanti HikmahyantiUniversiti Teknologi MARA2
Aulia FebriantiState University of Makassar2
Muhammad Fakrul NizamUniversity of Malaya2
Evi WidowatiState University of Semarang2
Ummi Nur Laila SulistyaniState University of Semarang2
Luvi Lia NursucilowatiState University of Semarang2
Ardheta Heru MahartikoState University of Semarang2
Berliana Noor TianisaState University of Semarang2
Firda Aliya SabriyantiUniversitas Sumatera Utara2
Delyanti Pare SandaState University of Makassar2

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/jse/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 6 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">The Influence of Tepuk Tebak Games as Occupational Health and Safety Education on the Knowledge Level of Hair Salon Workers and Customers</dc:title>
	<dc:creator>Rizallihadi, Muhammad Ditra</dc:creator>
	<dc:creator>Amalia, Elma Nurul</dc:creator>
	<dc:creator>Oktriyani, Sharon</dc:creator>
	<dc:creator>Dimas, Sifa Sabani</dc:creator>
	<dc:creator>Fadil, Harisha</dc:creator>
	<dc:description xml:lang="en-US">Working in a hair salon involves exposure to various potential hazards, such as harmful chemicals from hair care products, the risk of injury from sharp tools, and non-ergonomic working postures. These issues can be addressed by enhancing workers' knowledge of occupational safety and health practices by providing education using available educational media. This study aims to analyze the impact of implementing educational media in the form of games on increasing knowledge among salon workers and clients using salon services. The research method used is a pre-experimental study with a single-group pre-test and post-test design. The data obtained comes from two types of sources: primary data and secondary data. Primary data were collected through interviews and direct field observations using a questionnaire as the research instrument, while secondary data were obtained through a literature review. The study showed a significant increase in workers' knowledge after being educated through games. The average knowledge score of workers increased from 45 (pre-test) to 97.5 (post-test). Similarly, salon clients' knowledge also significantly increased from an average score of 67.76 (pre-test) to 93.16 (post-test), with a p-value (&amp;lt;0.001).</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2024-12-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/jse/article/view/78986</dc:identifier>
	<dc:identifier>10.15294/jse.v2i2.78986</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Safety Education; Vol 2 No 2 (2024): December 2024; 48-53</dc:source>
	<dc:source>2988-3504</dc:source>
	<dc:source>2986-6391</dc:source>
	<dc:source>10.15294/jse.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/jse/article/view/78986/26994</dc:relation>
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