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HUBUNGAN TINGKAT PENGETAHUAN, LINGKUNGAN SOSIAL DAN SUMBER INFORMASI TERHADAP PENYAKIT MENULAR SEKSUAL (PMS) PADA REMAJA DI SMA NEGERI 3 PAREPARE Nur Qalbi; Ramlan; Henni Kumaladewi Hengky
Jurnal Ilmiah Manusia Dan Kesehatan Vol. 4 No. 3 (2021): Jurnal Ilmiah Manusia Dan Kesehatan
Publisher : FAKULTAS ILMU KESEHATAN UNIVERSITAS MUHAMMADIYAH PAREPARE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/makes.v4i3.392

Abstract

Remaja Indonesia saat ini sedang mengalami perubahan sosial yang cepat dari masyarakat tradisional menuju masyarakat modern, yang mengubah norma-norma , nilai-nila dan gaya hidup mereka. Perubahan-perubahan yang terjadi pada remaja dapat menimbulkan permasalahan yang dapat mengganggu perkembangan di masa depan. Penelitian ini bertujuan untuk mengetahui hubungan tingkat pengetahuan, lingkungan sosial, dan sumber informasi terhadap penyakit menular seksual pada remaja di SMA Negeri 3 Parepare. Metode penelitian menggunakan metode survei analitik, pendekatan cross sectional. Penarikan sampel sistematik random sampling, didapatkan 101 sampel. Pengumpulan data penelitian melalui pengisian kuesioner, data dianalisis menggunakan SPSS versi 24. Hasil penelitian diperoleh ada hubungan tingkat pengetahuan (p=0,010), sumber informasi (p=0,003) terhadap pengetahuan penyakit menular seksual pada remaja, dan tidak ada hubungan lingkungan sosial terhadap pengetahuan penyakit menular seksual pada remaja (p=0,710) di SMA Negeri 3 Parepare. Saran, untuk instansi terkait khususnya sekolah untuk terus memberikan informasi melalui penyuluhan atau seminar serta mengadakan perbaikan kebijakan guna meningkatkan pengetahuan penyakit menular seksual pada remaja.
Integrating Gamification Strategy to Stimulate Students' Interest and Motivation on English Lesson at SMP Negeri 26 Makassar Putri, Anindia; Nur Qalbi; Awalia Azis
Journal of Computer Interaction in Education Vol. 5 No. 2 (2022): JCIE:Journal of Computer Interaction in Education
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56983/jcie.v5i2.518

Abstract

The goal of this research is to clearly identify more about the problem of the gamification learning approach by using teaching materials based on gamification achievement in face-to-face learning and how Android applications used as a way of mobile learning to overcome these problems. This study aims to examine the application of gamification to stimulate students' interest and motivation in the concept of mobile learning by using a learning resource named Lima Sahabat for learning among seventh graders of junior high school. A Quasi-experimental study design was used (non-equivalent control group Pre-Test and Post-Test designs). The population in this study were all the seventh grade students (224 students) and the samples were class VII.2 (31 students) and VII.3 (31 students). The result for interest there was an increase of 1,9 points for the control class (72,74 – 70,84), while in the experimental class there was an increase of 14,52 points (78,23 – 63,71) and the result of motivation there was an increase of 1,03 points for the control class, while in the experimental class there was an increase of 18,87 points. The significance value of 0.000 for the learning interest variable and 0.001 for the learning motivation variable is less than 0.05 (5%), the null hypothesis (Ho) was rejected and the alternative hypothesis (H1) was accepted. By accepting the alternative hypothesis (H1), it can be concluded that gamification effects the interest and learning motivation of class VII students at SMP Negeri 26 Makassar in English Lesson.