Claim Missing Document
Check
Articles

Found 5 Documents
Search

Pengembangan Media Edukasi Game Tastarok Tingkat Dasar untuk Meningkatkan Perilaku Pencegahan Merokok Anak Mujito Mujito; Andi Hayyun Abiddin; Mohamad Miftachul Ulum
Jurnal Ilmiah Kesehatan Sandi Husada Vol 11 No 1 (2022): Jurnal Ilmiah Kesehatan Sandi Husada
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Akademi Keperawatan Sandi Karsa (Merger) Politeknik Sandi Karsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35816/jiskh.v11i1.740

Abstract

Background: The promotion of non-smoking behavior in elementary schools is one form of promotion of healthy behavior. Aims: Produce educational media that we're able to stimulate smoking prevention behavior in school-age children. Methods: Research and Development design was used with ADDIE development procedures. The subjects consisted of 15 groups of trial respondents and 20 groups of research respondents, from school-age children in Sananwetan State Primary School 3, Blitar City. The object under study was the quality and effectiveness of the basic level of Tastarok game education media. Retrieval of data was done by interview techniques, questionnaires, and checklists, to measure aspects of the feasibility of the material, graphic engineering, and media effectiveness. Results: The product validation results were declared very feasible to be used as a health promotion media as evidenced by the results of the paired t-test analysis with p=0.000, which means there is a significant difference between the average beliefs in smoking prevention behavior before and after the intervention. Conclusion: Educational media for elementary level tastarok games can improve smoking prevention behavior in children, so health promotion workers are expected to be able to use this educational media in health promotion in schools.
Pengaruh Komunikasi Terapeutik Pada Pasien Gangguan Jiwa yang Mengalami Ansietas Death Azzahra, Fatimah; Sunarno, Imam; Ulum, Mohamad Miftachul
Jurnal Keperawatan Terapan Vol 9 No 2 (2023): Jurnal Keperawatan Terapan (E-Journal)
Publisher : Poltekkes Kemenkes Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31290/jkt.v9i2.3925

Abstract

Kecemasan kematian (death anxiety) adanya ancaman kematian yang menimbulkan rasa cemas karena ketakutan atau ketidaknyamanan dialami individu. Ansietas death ternyata bisa diatasi dengan komunikasi terapeutik yang disesuaikan dengan permasalahan masing-masing responden. Komunikasi yang digunakan adalah komunikasi terapeutik yang bertujuan untuk menurunkan tingkat ansietas klien. Penelitian ini dilakukan untuk mengetahui pengaruh komunikasi teraputik pada Pasien Gangguan Jiwa yang Mengalami Ansietas Death. Metode penelitian ini adalah Quasi Eksperiment one group pretest-posttest design dengan sampel berjumlah 30 responden. Intervensi berupa perlakukan berupa komunikasi terapeutik pada pasien gangguan jiwa yang mengalami ansietas death.Dari hasil penelitian ini didapatkan terjadi penurunan skor rata-rata dari 50,2 menjadi 38,6. Kesimpulan dari penelitian yang dilakukan, komunikasi terapeutik sangat berpengaruh terhadap penurunan ansietas death pada pasien gangguan jiwa. Diharapkan jika terjadi ansietas death untuk dilakukan komunikasi terapeutik agar tingkat ansietas yang dialami seseorang mengalami penurunan.
Pengembangan Media Edukasi Game Tastarok Tingkat Dasar untuk Meningkatkan Perilaku Pencegahan Merokok Anak Mujito Mujito; Andi Hayyun Abiddin; Mohamad Miftachul Ulum
Jurnal Ilmiah Kesehatan Sandi Husada Vol 11 No 1 (2022): Jurnal Ilmiah Kesehatan Sandi Husada
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Akademi Keperawatan Sandi Karsa (Merger) Politeknik Sandi Karsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35816/jiskh.v11i1.740

Abstract

Background: The promotion of non-smoking behavior in elementary schools is one form of promotion of healthy behavior. Aims: Produce educational media that we're able to stimulate smoking prevention behavior in school-age children. Methods: Research and Development design was used with ADDIE development procedures. The subjects consisted of 15 groups of trial respondents and 20 groups of research respondents, from school-age children in Sananwetan State Primary School 3, Blitar City. The object under study was the quality and effectiveness of the basic level of Tastarok game education media. Retrieval of data was done by interview techniques, questionnaires, and checklists, to measure aspects of the feasibility of the material, graphic engineering, and media effectiveness. Results: The product validation results were declared very feasible to be used as a health promotion media as evidenced by the results of the paired t-test analysis with p=0.000, which means there is a significant difference between the average beliefs in smoking prevention behavior before and after the intervention. Conclusion: Educational media for elementary level tastarok games can improve smoking prevention behavior in children, so health promotion workers are expected to be able to use this educational media in health promotion in schools.
Dangdut Music Therapy Effect on The Auditory Hallucination Patients Ayu Arvintasia, Jesika Dini; Ulum, Mohamad Miftachul; Suprajitno, Suprajitno
Health Access Journal Vol. 2 No. 1 (2025): Vol. 2 No. 1 (February 2025)
Publisher : Poltekkes Kemenkes Malang, Campus III Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31290/haj.v2i1.4764

Abstract

Auditory hallucinations are a condition where a person experiences impaired auditory perception in the form of hearing false (unreal) sounds without any stimulation, so that patients need to be trained to control their hallucinations. Besides general therapy, there are several other ways to reduce patient's hallucination, one of the ways is by listening to dangdut music. The purpose of this study was to determine the response level of patients with auditory hallucinations before and after being given dangdut music therapy. The design of this study is quasi-experimental with a sample of 21 respondents according to predetermined criteria. Sampling used purposive sampling technique. The instrument used in this study was the AHRS (Audiotory Hallucination Rating Scale) questionnaire. Analyse using the Wilcoxon Signed Ranks test. Based on the results of the research, there was a significant effect in the form of a decrease in the level of response to auditory hallucinations before and after being given dangdut music therapy with a value of ? = 0.000 (? =<0.05), which means that the hypothesis can be accepted and it is proven that the effect is 100% or 21 patients experienced a decrease in the level of response to auditory hallucinations from moderate to mild level of response. Where when listening to dangdut music, the focus of the patient's attention will be diverted from the sounds of hallucinations. It is hoped that the decrease in the response rate of patients with auditory hallucinations after giving music therapy can be a consideration for non-pharmacological therapy for sufferers of auditory hallucinations.
Pengembangan Media Edukasi Permainan TAHeS (Tangga Anak Hebat dan Sehat) untuk Meningkatkan Pengetahuan dan Sikap Sehat Reproduksi Anak Usia Pra Remaja di SD Negeri Kepanjenkidul 2 Kota Blitar Ulum, Mohamad Miftachul
Journal of Ners and Midwifery Vol 7 No 1 (2020)
Publisher : STIKes Patria Husada Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26699/jnk.v7i1.ART.p107-115

Abstract

Promosi kesehatan pada sasaran remaja melalui tatanan institusi sekolah sangat efektif untuk pengembangan perilaku hidup sehat. Remaja usia sekolah berada dalam komunitas yang terorganisir yang melaksanakan proses terintegrasi dari pengembangan kemampuan intelektual, sosial dan personal. Penelitian ini dilakukan  2 tahap, tahap pertama metode research dan pengembangan media. Pada tahap kedua pre-eksperimen: The One Group Pretest-Posttest Design. Kenaikan rata-rata jawaban benar dari 25,07 menjadi 29,02 sehingga terdapat selisih jawaban  3,95. Berdasarkan uji statistic paired sample t-test didapatkan hasil p=0,000 (p< 0,005). Dengan demikian terdapat perbedaan sikap  sehat reproduksi sebelum dan sesudah diberikan  intervensi berupa pendidikan kesehatan dengan menggunakan  media edukasi simulasi TAHes. Pembelajaran dengan metode diskusi yang tidak didominasi oleh guru, siswa dapat mengingat 50%, bila belajar disertai dengan melakukan sesuatu kegiatan, dapat mengingat 75%. Praktik belajar dengan cara mengajar, mampu mengingat 90%, oleh karena itu permainan TAHeS diharapkan mampu mengingat 90% karena melibatkan aspek kognitif, afektif dan psikomotor. Health promotion on adolescent targets through the order of school institutions is very effective for the development of healthy living behaviours. School teenagers are in an organized community that carries out an integrated process of developing intellectual, social and personal abilities. This research was conducted in 2 stages, the first stage was research method and media development. In the second stage was pre-experiment: The One Group Pretest-Posttest Design.  The average increased in correct answers from 25.07 to 29.02 so that there was a difference of 3.95 answers. Based on a paired sample t-test statistical test results obtained p = 0,000 (p <0.005). Thus there were behavioural differences regarding reproductive health behaviour before and after the intervention in the form of health education using TAHes education media. The development of snake ladder game media TAHeS (Great and Healthy Child Stairs), was worthy of being a health promotion media to improve reproductive knowledge and healthy attitude of teenagers. Learning with discussion methods that were not dominated by the teacher, students could remember 50%, if learning was accompanied by doing an activity, could remember 75%. The practice of learning by teaching was able to remember 90%. Therefore the game TAHeS is expected to be able to remember 90% because it involves cognitive, affective and psychomotor aspects.