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PENGARUH WAKTU TUNGGU TERHADAP KEPUASAN PASIEN DI PUSKESMAS MAUK KABUPATEN TANGERANG BANTEN Octaviani Dewi, Mella; Marsepa, Eva
Nusantara Hasana Journal Vol. 1 No. 7 (2021): Nusantara Hasana Journal, December 2021
Publisher : Nusantara Hasana Berdikari

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Abstract

Waiting time is one of the most important aspects that can affect the level of patient satisfaction in the services received, especially in health facilities. The higher the service provided will be an advantage for the health center. The research design used by the researcher is an analytic survey using a cross sectional design, accidental sampling technique with a total of 100 respondents who seek treatment at the Mauk Public Health Center, Tangerang Regency. The statistical test used is the Wilcoxon test. Wilcoxon test, obtained p-value 0.000 > 0.05, which means that there is an effect of waiting time on patient satisfaction at the Mauk Public Health Center, Tangerang Regency. With very low influence strength values ​​on both variables.
The Impact of Smartphone Use on Student Behavior a Vocational Senior High School in Tangerang City, Indonesia Marsepa, Eva; Isfahan, Rizki; Susilowati, Yuni
Jurnal Pendidikan Indonesia Gemilang Vol 5, No 2 (2025)
Publisher : Gemilang Maju Publikasi Ilmiah (GMPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53889/jpig.v5i2.716

Abstract

The use of smartphones has reached all levels of society in Indonesia. It is necessary for parents to supervise smartphone use at home and for teachers to supervise smartphone use at school for the sake of students' development both at home and at school. Incorrect use of smartphones can have a negative impact on student behavior. This study aims to investigate the impact of smartphone use among students a Vocational Senior High School in Tangerang City, Indonesia. The research questions are: What are the reasons for smartphone use, and how does smartphone use affect student behavior at school? This study employs a descriptive qualitative method. Data collection techniques in this study include observation, interviews, and documentation. The results of the study indicate that students use smartphones for entertainment at school, such as playing offline or online games, watching videos obtained from friends, taking photos with friends, completing group assignments assigned by teachers, searching for answers while doing assignments, and searching for answers during exams or quizzes. The apps that students use a lot at school are Free Fire, YouTube, TikTok, Instagram, Google, WhatsApp, AI, and ChatGPT. Students' social behavior changes when they're busy with their smartphones. When students are given smartphones during class, they don't listen to the teacher and are busy with their phones. When it's break time, students follow the moves in the videos on their smartphones, which affects their behavior at school.
The Effect of Online Games on the Emotions of Junior High School Students Hajizah, Tarissa Ardhana; Marsepa, Eva; Haeriyah, Siti
Jurnal Pendidikan Indonesia Gemilang Vol 4, No 2 (2024)
Publisher : Gemilang Maju Publikasi Ilmiah (GMPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53889/jpig.v4i2.449

Abstract

Indonesia is one of the biggest gaming markets in the world. Most mobile or video games are played via mobile phones, tablets, or consoles. According to a data report from We Are Social, Indonesia is a country with the third largest number of video game players in the world, 94.5%. This study aimed to discover more about the influence of online games on adolescent emotions at one of the junior high schools in Sepatan, Tangerang, Indonesia. The research design used in this study is a quantitative approach with a correlational design. The sampling technique used in this study was purposive sampling. The sample used amounted to 172 respondents. The data analysis used in this study is Kendall's tau-b correlation test, which looks at the correlation coefficient value. The results of this study show that students' use of online games is in the moderate category (76.7%), and emotions are in the low category (65.1%). In the statistical test results obtained, p.value = 0.000 ≤ 0.05. Therefore, it can be concluded that online games significantly influence adolescent emotions.
THE EFFECT OF SMARTPHONE USE ON STUDENT LEARNING INTEREST AND STUDENT PROCRASTINATION BEHAVIOR AT SMK X TANGERANG CITY marsepa, Eva; Kusumastuti, Nurry Ayuningtyas; Mufrokah, Oka Solehatul
Jurnal Ilmiah Global Education Vol. 4 No. 4 (2023): JURNAL ILMIAH GLOBAL EDUCATION, Volume 4 Nomor 4, Desember 2023
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v4i4.1424

Abstract

This research was conducted by researchers because it was motivated by several phenomena that occurred at SMK X Kota Tangerang, namely the use of smartphones which resulted in less interest in learning and increased student procrastination behavior. as a result of using a smartphone so that the test or test scores drop, submitting assignments not on time or not submitting assignments at all, looking for answers to exams or tests using a smartphone, when in the online learning process there are often students who disappear from online learning because they are preoccupied with activities on smartphones either whether playing games or other social media, when offline learning takes place there are students who are engrossed in playing smartphones so they don't listen to the teacher's explanation. The formulation of the problem in this study is how much is the use of smartphones for students at SMK X Tangerang City, how much is the interest in learning students at SMK X Tangerang City, how much is the procrastination behavior of students at SMK X Tangerang City, is there any effect of using smartphones on students' learning interest in SMK X Kota Tangerang, is there any effect of smartphone use on students' procrastination behavior at SMK X Kota Tangerang. The results of the research conducted are the use of smartphones by 81% of respondents including the medium category, student learning interest of 66% of respondents in the medium category, student procrastination behavior of 49% of respondents in the low category, there is a significant influence between the use of smartphones on student interest in learning and a significant value of 0.040 <0.050 and tcount of 2.088 is greater than ttable (1.99), there is a significant effect between smartphone use on students' procrastination behavior at SMK X Kota Tangerang with a significant value of 0.000 <0.05 and tcount of 3.776 bigger than ttable (1.99).