Articles
The Effect of Brainstorming on Loneliness Level among Elderly
M.Elyas Arif Budiman;
Zidni Nuris Yuhbaba;
Guruh Wirasakti;
Wike Rosalini
Nursing and Health Sciences Journal (NHSJ) Vol. 1 No. 3 (2021): December 2021
Publisher : KHD-Production
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DOI: 10.53713/nhs.v1i3.75
Loneliness is an unpleasant subjective experience for the elderly when several important criteria in social relationships are hampered or not met. Loneliness in the elderly can be overcome with positive social support. The purpose of the study was to determine the effect of social support with the brainstorming method on the level of loneliness in the elderly. This study uses a pre-experiment with a pre-test-post-test design approach. The population is elderly who live in elderly social services and have certain characteristics, amounting to 66 people. The sample amounted to 33 people with sampling using purposive sampling technique. In this study, brainstorming was given 2 times for 2 weeks with a duration of 40 minutes. The data collection method used the R-UCLA Loneliness Scale and then the data were analyzed using the Wilcoxon Signed Rank Test statistical test with the results of p value = 0.000 < α = 0.05. The conclusion in this study that social support with the brainstorming method has an influence on the level of loneliness because in the brainstorming process the elderly are able to improve interpersonal communication and create a harmonious group, so in this study shows that social support is one of the actions that can reduce loneliness in the elderly
SELF WRIST DIGITAL TENSIMETER : SEBUAH ALAT UNTUK MELAKUKAN KONTROL HIPERTENSI
Feri Ekaprasetia;
Guruh Wirasakti
Jurnal Sains Kesehatan Vol 28, No 2 (2021)
Publisher : Sekolah Tinggi Ilmu Kesehatan Tri Mandiri Sakti Bengkulu
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DOI: 10.37638/jsk.28.2.12-17
ABSTRAKHipertensi merupakan silent killer yang angka kejadiannya masih tinggi terutama di Indonesia.. Tindakan preventif seperti mengontrol tekanan darah secara mandiri sangat diperlukan. Self Wrist Digital Tensimeter hadir sebagai terobosan terbaru untuk bisa memfasilitasi pasien mengontrol tekanan darah secara mandiri. Tujuan penelitian ini adalah untuk membuat sebuah alat yang digunakan untuk mengontrol tekanan darah secara mandiri.. Metode penelitian ini terdiri dari 2 tahap yaitu tahap pembuatan alat dan tahap uji pakar. Analisa statistik dengan menggunakan Intraclass Correlation Coefficients (ICC) test yang melibatkan expert, dan Hasil dari penelitian ini adalah nilai evaluator sebesar 0,875 sedangkan nilai rata-rata dari ketiga asesor tersebut adalah 0,964 0,5.ABSTRACTHypertension is a silent killer whose incidence is still high, especially in Indonesia. Preventive measures such as controlling blood pressure independently are very necessary. Self Wrist Digital Tensimeter is present as the latest breakthrough to be able to facilitate patients to control blood pressure independently. The purpose of this study is to make a tool used to control blood pressure independently .. The method of this research consists of 2 stages, namely the stage of making tools and expert test phases. Statistical analysis using Intraclass Correlation Coefficients (ICC) Test involving the expert, and the results of this study were the value of the evaluator of 0.875 while the average value of the three assessors was 0.964 0.5.
Game CARRE (Cardiac Arrest) sebagai Upaya Peningkatan Bystander Resusitasi Jantung Paru (RJP): Development and Usability Study
Guruh Wirasakti;
Yunita Wahyu Wulansari;
Feri Ekaprasetia
NURSING UPDATE : Jurnal Ilmiah Ilmu Keperawatan P-ISSN : 2085-5931 e-ISSN : 2623-2871 Vol 13 No 3 (2022): SEPTEMBER
Publisher : NHM PRESS
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DOI: 10.36089/nu.v13i3.828
Background: The prevalence of out-of-hospital cardiac arrest is increasing every year and must be balanced with an increase in bystanders as first aid for victims of cardiac arrest. School-age children can be the first person who find victims of cardiac arrest, so it is necessary to increase bystander CPR in school-age children. Purpose: developed the “CARRE (cardiac arrest) Game” as an educational application for junior high school children Method: This study uses a quantitative approach to the application of CARRE (cardiac arrest) Game involving 50 junior high school students in Jember Regency. This application is developed in three stages, the first stage is the development of an android game-based application. Content creation is the second stage in the development of the Game CARRE (Cardiac Arrest) application. The third part conducts expert tests on nursing lecturers with emergency science, emergency science nurses, and information systems experts. Results: Based on the reliability evaluator value test (single measure) using Intraclass correlation, it shows a value of 0.727, which means that the developed application has a good reliability coefficient. Furthermore, from the feasibility test on 50 respondents stated that 85% of the applications were declared very feasible. Conclusion: The development of the CAREE Game application based on an android game as education about cardiac arrest and its handling with CPR is very appropriate to be used as an effort to increase CPR bystander in school-age children.
Pengaruh Metode Pembelajaran Multimedia Cardiopulmonary Resuscitation (CPR) Terhadap High Quality CPR
Guruh Wirasakti Guruh Wirasakti
Jurnal Kesehatan dr. Soebandi Vol 8 No 2 (2020): Jurnal Kesehatan dr. Soebandi
Publisher : LPPM Universitas dr. Soebandi
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DOI: 10.36858/jkds.v8i2.231
The nursing students' ability to do high-quality Cardiopulmonary Resuscitation at dr. Soebandi School of Health Science (STIKES) Jember is still low so that providing knowledge and skill of high-quality cardiopulmonary resuscitation compression performed by nursing students is important. One of the strategies is giving cardiopulmonary resuscitation training with the multimedia learning method. This study aimed to identify differences in high-quality Cardiopulmonary Resuscitation using multimedia learning method training. This research used pre and posttest Quasy-experimental without control group method involving 36 respondents with a purposive sampling technique. The data was taken by pretest and posttest to measure between before and after training. The data analyzed by using the Wilcoxon test. The result shows that the rate of chest compression before intervention is 4 (12%), the rate of chest compression after the intervention is 33 (92%) with a level of p=0.000. The rate deep chest compression and the minimal interruption after the multimedia learning methods are 30 (83%) and 33 (92%). This study shows that multimedia learning methods training can improve the rate of chest compression, deep chest compression, and minimal interruption of high-quality cardiopulmonary resuscitation skills.
TABLETOP TSUNAMI SIMULATOR DALAM KESIAPSIAGAAN TSUNAMI UNTUK MEWUJUDKAN SEKOLAH SIAGA BENCANA
Feri Ekaprasetia;
Guruh Wirasakti
Jurnal Kesehatan dr. Soebandi Vol 9 No 1 (2021): Jurnal Kesehatan dr. Soebandi
Publisher : LPPM Universitas dr. Soebandi
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DOI: 10.36858/jkds.v9i1.267
Introduction: Tsunami in Indonesia become a threat to society, especially for vulnerable groups. Primary school students are one of the vulnerable groups that should have adequate preparedness both in their knowledge and attitudes in facing the tsunami. To support the preparedness, a tabletop tsunami simulator has been developed. Objective: To describe the tsunami preparedness of school-age children and to assess the impact of the tabletop tsunami simulator on the knowledge and attitudes of school children towards tsunamis. Methods: The study design was a one group pre-test – post-test design with a total participant of 157 students. The research instrument used was a tabletop tsunami simulator and a questionnaire to assess knowledge and attitude towards tsunamis. The statistical test used was the Mann Whitney test. The inclusion criteria included primary school 5th and 6th grade students, had a smartphone, and were willing to be participants. The data was collected using Google form and had obtained ethical approval number 62/SDS/KEPK/TL/VI/2020. Result: The Mann Whitney test showed a significant effect between the tabletop tsunami simulator and the participants’ knowledge of tsunamis with a p-value of 0.000 (p-value <0.05). In the attitude variable, an increase in the attitude score between the pre-test and post-test was also observed. The average attitude score increased from 32.99 to 34.97, with a p-value = 0.000. Conclusion: There is a significant effect between the tabletop tsunami simulator with the participants’ knowledge and attitudes in facing the threat of a tsunami.
The Effect of CPR Multimedia Learning to Willingness of Nursing Students On Conducting CPR
Yunita Wahyu Wulansari;
Guruh Wirasakti
Jurnal Kesehatan dr. Soebandi Vol 10 No 2 (2022): Jurnal Kesehatan dr. Soebandi
Publisher : LPPM Universitas dr. Soebandi
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DOI: 10.36858/jkds.v10i2.408
Introduction: Incidence of out-of-hospital cardiac arrest (OHCA) varies worldwide as does the survival rate. The willingness of bystander on performing CPR on OHCA victims is an important factor in improving survival rate. Objective: To analyze the effect of CPR multimedia learning to willingness of nursing students on conducting CPR. Methods: This research was a quasy experimental study with randomized subject, pretest-posttest without control group design. The number of respondents were 36 students of 6th semester of nursing student using purposive sampling technique. The data was collected using a willingness questionnaire. Location of this study was in STIKES dr. Soebandi Jember. Ethical approval has been obtained from the Health Research Ethics Committee at STIKES dr. Soebandi Jember. Results: The results showed that there were score differences of nursing students' willingness to perform CPR between before and after CPR multimedia learning (p=0.000). In the early stages before the CPR multimedia learning (pretest), the average respondent's willingness to reach 9.68 (4-5 questions answered yes) with the lowest score 8 and the highest score 14. After the CPR multimedia learning (posttest), the average respondent's willingness reached 14.13 (7-8 questions answered yes) with the lowest score of 12 and the highest score of 16. Conclusion: This study shows that CPR multimedia learning can increase the willingness of nursing students on conducting CPR.
Kesediaan Siswa Sekolah sebagai Bystander Resusitasi Jantung Paru (RJP) di Kabupaten Jember
Wulansari, Yunita Wahyu;
Wirasakti, Guruh
Jurnal Keperawatan Malang Vol 8 No 2 (2023): Jurnal Keperawatan Malang (JKM)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat STIKes Panti Waluya Malang
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DOI: 10.36916/jkm.v8i2.211
Background: Out-of-hospital cardiac arrest (OHCA) is a global health problem with a high incidence and mortality rate as well as survival rates. The willingness of the community as a bystander to perform CPR on victims of OHCA is an important factor in increasing the survival rate. Purpose: To identify the student’s willingness as bystanders Cardio Pulmonary Resuscitation (CPR) in Jember Regency. Methods: This research is a quantitative research with a cross-sectional approach in the form of analytical descriptive. The number of respondents was 245 students of class VIII SMP Negeri in Jember Regency using simple random sampling. Result: The results showed that the majority of school students were willing to do CPR as bystanders as much as 66.1%. The unavailability of school students as bystanders for Cardio Pulmonary Resuscitation (CPR) was influenced by experience and training, respectively, as much as 100% of the total 158 students who answered not willing. Conclusion: This study shows that the majority of students in SMP N Jember Regency are not willing to be CPR bystanders, so training or learning with appropriate methods is needed to increase the number of CPR bystanders who are willing to help victims of OHCA. Key words: bystander, CPR, students
PERBEDAAN PENGETAHUAN RESUSITASI JANTUNG PARU SEBELUM DAN SESUDAH PEMBERIAN GAME ED-CARRE PADA SISWA SMP DI JEMBER
Wirasakti, Guruh;
Fatima, Dewi Restiana;
Wulansari, Yunita Wahyu
Jurnal Kesehatan Tambusai Vol. 5 No. 4 (2024): DESEMBER 2024
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/jkt.v5i4.36498
Menurut Out-of-HospitaI Cardiac Arrest (OHCA), angka kejadian henti jantung meningkat setiap tahun. Menurut Out of Hospital Cardiac Arrest, kejadian henti jantung adalah masalah utama kesehatan global dengan angka 50 hingga 60 kasus per 100.000 orang. Faktor yang mempengaruhi pengetahuan siswa, yaitu pendidikan, usia, pengalaman lingkungan sekitar serta kurangnya informasi. PeneIitian ini bertujuan untuk menganaIisis perbedaan pengetahuan Resusitasi Jantung Paru sebeIum dan sesudah pemberian game ed-carre pada siswa SMP Negeri 1 KaIisat Jember. Metode yang digunakan daIam peneIitian ini adaIah pendekatan kuantitatif dengan desain peneIitian pre-eksperimentaI mengunakan keIompok intrevensi. Populasi daIam peneIitian ini adaIah 156 siswa dengan sampel 72 siswa SMPN 1 KaIisat. PeneIitian ini menggunakan teknik purposive sampIing. AIat ukur daIam peneIitian ini adaIah kuesioner pengetahuan RJP yang terdiri dari 10 pernyatan yang sudah vaIid dan reIiabeI. AnaIisa data menggunakan uji Paired t-test. SebeIum diIakukan pemberian game ed-carre bahwa hasiI sebagian besar responden mendapatkan rata-rata 52,08 dan seteIah diberikan intervensi game ed-carre sebagian besar responden mendapatkan rata-rata 83,33. HasiI uji Paired t-test didapatkan p-vaIue 0,000 < 0,05. PeneIitian ini menunjukan bahwa terdapat perbedaan yang signifikan pada pengetahuan RJP sebeIum dan sesudah pemberian game ed-carre. Game memiliki potensi sebagai alat pembelajaran yang efektif karena sifatnya yang interaktif, menyenangkan dan dapat memotivasi pemainnya untuk terlibat dalam proses belajar, maka dari itu game dapat dijadikan alternatif untuk meningkatkan pengetahuan siswa
Perbedaan Sikap Siswa yang diberikan Edukasi Kesehatan Audio Visual tentang Pertolongan Pertama Luka Bakar
Maulidya Ayu Effendi;
Rida Darotin;
Guruh Wirasakti
Jurnal Riset Media Keperawatan Vol. 7 No. 2 (2024): DESEMBER
Publisher : Sekolah Tinggi Ilmu Kesehatan Sapta Bakti
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DOI: 10.51851/jrmk.v7i2.524
Background: Burns are a major cause of health problems, causing deaths every year. Burns usually occur in children, adolescents, and adults. Burns that occur in adolescents in the school environment are usually caused by fire or hot water. Efforts to improve attitudes about burn first aid include providing audio-visual-based health education. Purpose: The purpose of this study was to determine the differences in attitudes of students who were given audio-visual-based health education about first aid for burns at SMPN 14 Jember. Methods: This quantitative research uses a one group pretest-posttest design approach quasi experimental method. The sampling technique was purposive sampling of 34 subjects conducted in March 2024 for two weeks. The questionnaire sheet is the instrument used for data collection. Univariate analysis for percentage frequency distribution, and bivariate analysis with mc nemar test. Results: The results of the Mc Nemar test analysis showed a value of 0.05, indicating a difference in attitudes before and after being given audio-visual-based health education on burn first aid. Discussion: There are differences in the attitudes of students who are given audio-visual-based health education about burn first aid at SMPN 14 Jember.
Pembentukan Layperson Pertolongan Pertama Cedera Muskuloskeletal Pada Siswa Melalui Program “KopDar Banget”
Nastiti, Eky Madyaning;
Darotin, Rida;
Prasetiya, Feri Eka;
Wulansari, Yunita Wahyu;
Wirasakti, Guruh
Dedication : Jurnal Pengabdian Masyarakat Vol 9 No 1 (2025): (In Progress)
Publisher : LPPM Universitas PGRI Argopuro Jember
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DOI: 10.31537/dedication.v9i1.2256
Kasus cedera muskuloskeletal seperti terkilir menjadi salah satu permasalahan yang kerap muncul pada siswa di sekolah. Cedera yang terjadi ini disebabkan aktivitas yang dilakukan siswa. Untuk itu dibutuhkan upaya untuk meningkatkan pemahaman pertolongan pertama pada cedera muskuloskeleta. Tujuan program pengabdian masyarakat ini adalah meningkatkan pemberdayaan siswa sebagai layperson cedera muskuloskeletal menggunakan program KopDar Banget (Kelompok Kegawatdaruratan berbasis Gadget Teknologi). Kegiatan pengabdian masyarakat ini dilakukan dengan melibatkan 97 siswa SMPN 1 Kalisat. Metode pelaksanaan kegiatan ini dilakukan dengan serangkaian media edukasi yaitu power point, film pendek, aplikasi dalam gawai dan permainan edukasi. Hasil kegiatan menunjukkan bahwa rangkaian Program KopDar Banget bermanfaat dalam perbaikan pemahaman siswa dalam melakukan pertolongan pertama cedera muskuloskeletal. Berdasarkan pemaparan di atas menunjukkan bahwa pemanfatan teknologi kegiatan pengabdian masyarakat dimanfaatkan untuk membentuk penolong pertolongan pertama cedera musculoskeletal terutama di lingkungan sekolah.