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UPAYA PENCEGAHAN GAMING DISORDER PADA REMAJA: LITERATURE REVIEW Giyaningtyas, Ika Juita; Armi, Armi
Jurnal Cakrawala Keperawatan Jurnal Cakrawala Keperawatan Vol. 01 No. 02 Juli 2024
Publisher : STIKES Estu Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35872/jck.v1i02.748

Abstract

Background: Gaming disorder has become a global concern along with the increasing use of technology and video games among teenagers. The World Health Organization (WHO) designated gaming disorder as a mental health disorder in the International Classification of Diseases (ICD-11) in 2018. Gaming disorder is characterized by reduced control over games, as well as an increased priority of playing games compared to other activities. Based on this, it is necessary to make efforts to prevent gaming disorder, especially in adolescents. Purpose: This study discusses in more detail the prevention of gaming disorder in adolescents, so that the incidence of gaming disorder can be minimized as early as possible. Methods: The research carried out was secondary research with a literature review type. In selecting literature, researchers determine several articles' suitability. Based on keyword searches in 4 databases (Google Scholar, Science Direct, PubMed, and Springer Link), the total number of articles is 1,760 articles. Then the articles were selected based on the eligibility criteria into 6 articles. Results: The articles that have been reviewed discuss efforts to prevent gaming disorder in adolescents through telenursing, cognitive behavioral therapy, emotional regulation, and optimizing family functions. Conclusion: Prevention of gaming disorder in adolescents requires a holistic and integrated approach, with the important role of health workers and families.
TOXICITY TEST OF BANANA LEAF EXTRACT WITH BRINE SHRIMP LETHALITY TEST METHOD Armi, Armi; Pinem, Lina Herida; Setiawan, Yana; Ayu, Yennyka Dwi; Hartati, Susi; Anwar, La Ode Muhammad; Rachmita, Anisa
Media Penelitian dan Pengembangan Kesehatan Vol. 35 No. 4 (2025): MEDIA PENELITIAN DAN PENGEMBANGAN KESEHATAN
Publisher : Poltekkes Kemenkes Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34011/jmp2k.v35i4.2816

Abstract

Metode Brine Shrimp Lethality Test (BSLT) merupakan teknik yang digunakan untuk mengevaluasi potensi toksisitas awal suatu senyawa berdasarkan kemampuan mematikan larva Artemia salina. Penelitian ini bertujuan untuk mengetahui potensi efek sitotoksik dari ekstrak daun pisang ambon (Musa paradisiaca) melalui uji BSLT. Penelitian menggunakan desain eksperimental uji toksisitas secara in vivo Brine Shrimp Lethality Test (BSLT) dengan larva A. salina sebagai subjek, dan dilakukan di Laboratorium Biomedik Universitas Medika Suherman pada periode 16 Agustus hingga 13 September 2024. Uji dilakukan pada beberapa konsentrasi ekstrak yaitu 500, 100, 50, dan 10 ppm, masing-masing dengan tiga kali pengulangan dan kontrol. Observasi dilakukan pada interval waktu 6, 12, 18, dan 24 jam. Analisis data dilakukan menggunakan regresi linear dan metode probit. Hasil menunjukkan bahwa ekstrak daun pisang ambon memiliki nilai LC50 sebesar 272,13 ppm. Kesimpulannya, ekstrak ini menunjukkan aktivitas sitotoksik sedang dan berpotensi untuk dikembangkan lebih lanjut dalam penelitian farmakologis dan toksikologis.
Pengaruh  Harga Paket dan Kualitas Jaringan Terhadap Keputusan Pembelian Kartu Prabayar Xl di Aceh Barat Armi, Armi
Ekopedia: Jurnal Ilmiah Ekonomi Vol. 2 No. 1 (2026): JANUARI-MARET
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/q5f7w626

Abstract

This study aims to analyze the effect of package price and network quality on the purchasing decision of XL prepaid cards in West Aceh Regency, both partially and simultaneously. The research employs a quantitative approach with a descriptive research design. The population includes all users of XL prepaid cards in West Aceh, with an undetermined total number. The sample was determined using a purposive sampling technique based on Cochran’s formula, resulting in 96 respondents. Primary data were collected through questionnaires and analyzed using multiple linear regression with the assistance of SPSS software.The findings indicate that the package price variable (X₁) has a significant effect on the purchasing decision of XL prepaid cards in West Aceh, with a significance value of 0.000 < 0.05 and a positive coefficient. This suggests that the more affordable and competitive the package price, the higher the consumers’ purchasing decisions. Meanwhile, the network quality variable (X₂) does not have a significant effect on purchasing decisions, with a significance value of 0.410 > 0.05. However, both variables simultaneously have a significant effect on purchasing decisions, as shown by the F-test significance value of 0.000 < 0.05. The coefficient of determination (R²) of 0.642 indicates that 64.2% of the variation in purchasing decisions can be explained by package price and network quality, while the remaining 35.8% is influenced by other factors not examined in this study.Therefore, it can be concluded that package price is the most dominant factor influencing the purchasing decision of XL prepaid cards in West Aceh, while network quality has not yet become a primary consideration for consumers.
Aplikasi Pemantau Harga Jagung Secara Real-Time Bagi Pedagang Mitra Berbasis Augmented Reality Pada Platform Android Nursakti, Nursakti; Akhmadi, Akhmadi; Rizal, Ahmad; Nur Sul Yasmi, Eka; Ramadani, Adistia; Armi, Armi; Rasmita, Rasmita
Jurnal RISTER : Riset Sistem Cerdas Vol 2 No 2 (2025): Jurnal RISTER : Riset Sistem Cerdas
Publisher : Universitas Lamappapoleonro

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Ketidakpastian fluktuasi harga jagung di tingkat daerah sering kali menghambat pedagang mitra dalam memperoleh informasi yang akurat dan tepat waktu. Keterlambatan data memicu kesalahan penetapan harga jual yang berdampak pada stabilitas bisnis. Penelitian ini bertujuan untuk mengembangkan aplikasi pemantauan harga jagung berbasis real-time yang mengintegrasikan teknologi augmented reality (AR) pada platform android guna meningkatkan efektivitas visualisasi data. Pengembangan sistem menggunakan metode Waterfall yang mencakup tahapan analisis kebutuhan, perancangan, implementasi, hingga pengujian. Aplikasi ini dibangun menggunakan Unity dan Vuforia Engine dengan metode marker-based AR untuk menampilkan informasi harga dalam format objek virtual 3D. Hasil penelitian menunjukkan bahwa sistem berhasil mengintegrasikan basis data harga terkini dengan fitur pemindaian AR yang stabil pada perangkat android. Pengujian black box mengonfirmasi bahwa seluruh fungsi, mulai dari manajemen data oleh admin hingga akses riwayat harga oleh pedagang, berjalan sesuai spesifikasi. Inovasi ini memberikan solusi interaktif bagi pedagang dalam memantau dinamika pasar secara lebih responsif dan akurat.