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Pengaruh Latihan Isometric Quadriceps Terhadap Penurunan Nyeri Lutut Pada Pasien Osteoarthritis Knee Bilateral Di RS Wava Husada Kepanjen Binti Karimatun Nikmah; Achmad Fariz; Wahyu Teja Kusuma; Sartoyo Sartoyo
Jurnal Keperawatan Muhammadiyah Vol 8 No 1 (2023): JURNAL KEPERAWATAN MUHAMMADIYAH
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jkm.v8i1.16075

Abstract

Osteoarthritis lutut merupakan gangguan yang sering ditemui. Mayoritas pasien mengeluhkan nyeri, dan adanya penurunan aktivitas fungional, tidak jarang pasien terlihat menggunakan alat bantu berjalan atau bahkan berjalan dengan tertatih tatih serta banyak yang kesulitan melakukan gerakan dari duduk ke berdiri. Osteoathritis lutut sendiri bisa terjadi pada salah satu lutut (unilateral) ataupun kedua lutut (bilateral). Latihan isometrik membangun kekuatan otot dengan tidak disertai oleh menambah panjang otot dan dengan sedikit ataupun tanpa gerakan sendi yang menyakitkan. Penelitian ini bertujuan untuk mengidentifikasi pengaruh pemberian quadriceps isometric exercise terhadap penurunan nyeri pada pasien ostearthritis knee bilateral. Penelitian ini mempunyai 34 responden dengan menggunakan purposive sampling. Desain penelitian ini menggunakan jenis pre eksperiment dengan pendekatan one group pretest dan posttest. Analisa bivariat dalam penelitian ini menggunakan Wilcoxon. Hasil penelitian ini adalah sebagian besar skala nyeri sebelum quadriceps isometric exercise adalah nyeri sedang 26 responden, sebagian besar skala nyeri setelah quadriceps isometric exercise adalah nyeri ringan sebesar 30 responden dan ada pengaruh quadriceps isometric exercise terhadap penurunan nyeri pasien osteoarthritis knee bilateral di Rumah Sakit Wava Husada Kepanjen tahun 2022 dengan nilai p-value = 0,000 (p<0,05). Penelitian ini sebagai sumber informasi baru berbasis data dan teori untuk menambah wawasan dan pengetahuan masyarakat untuk mengindari risiko yang lebih fatal akibat osteoarthritis knee bilateral khususnya dengan tindakan quadriceps isometric exercise.
Perancangan Audio Murottal Al-qur’an Untuk Terapi Emosi Anak Autis Menggunakan Metode Human Centered Design Wahyu Teja Kusuma; Faurika; M. Syauqi Haris; Ahsanun Naseh Khudori
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v8i1.901

Abstract

One of the characteristics of autistic children or autism spectrum disorder (ASD) is having emotional disturbances. This underlies the design of audio-visual murotal Al-Qur'an as a therapeutic tool for children with autism. Indirectly, murotal Al-Qur'an can calm children's emotions. This study aims to design practical audio-visual-based media for autistic children. The method in this study combines the Human Centered Design (HCD) method, persona, and expert validation. This research cycle begins with pre-production, production to the final result in the form of an audio-visual media design for the emotional therapy of autistic sufferers. The design of the audio-visual media was tested using the expert validation method with functional testing so that the results of the audio-visual media design from this study were by the requirements.
Combination Of HCD, Persona, MVP, and Thumb Zone for Designing TNI Physical Fitness Monitoring Application Wirpan Atmaja Putra; Wahyu Teja Kusuma
Journal of Enhanced Studies in Informatics and Computer Applications Vol. 1 No. 1 (2024): JESICA Vol. 1 No. 1 2024
Publisher : Institut Teknologi, Sains, dan Kesehatan RS.DR. Soepraoen Kesdam V/BRW

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47794/jesica.v1i1.2

Abstract

This research contributed to producing a combination of design methods and design of the Indonesian National Army (TNI) physical fitness monitoring application. This research is very important because TNI institutions really need a physical fitness monitoring application to be able to make the right decisions. The design of the physical fitness monitoring application primarily uses the Human-Centered Design (HCD) method which is then combined with the Persona, Minimum Viable Product (MVP) and The Thumb Zone methods. The combination of HCD with Persona has been proven to be used to understand and determine usage content and user needs. The combination of HCD with MVP has proven to be able to be used to produce design solutions to meet user needs. The combination of HCD with Thumb Zone has proven to be able to be used to evaluate designs against user needs. Finally, as many as 20 Persona respondents agreed that the combination of HCD, Persona, MVP, and Thumb Zone proved reliable for producing physical fitness monitoring application design solutions that can be used naturally and meet the needs of TNI.
Development of Basic Finger Shapes Indonesian Traditional Dance Application Using Color-Based Hand Gesture Recognition Henokh Kristiawan; Wahyu Teja Kusuma; Risqy Siwi Pradini
Journal of Enhanced Studies in Informatics and Computer Applications Vol. 1 No. 1 (2024): JESICA Vol. 1 No. 1 2024
Publisher : Institut Teknologi, Sains, dan Kesehatan RS.DR. Soepraoen Kesdam V/BRW

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47794/jesica.v1i1.6

Abstract

UNESCO stated that Indonesian traditional dance is a world cultural heritage that must be preserved and maintained. Efforts made by the government to preserve traditional dance are still not successful. Research shows that students have difficulty in learning traditional Indonesian dance exercises. Therefore, this study develops a solution that focuses on the difficulty of learning the basic finger postures in traditional Indonesian dances. This is important because fingers are instruments in dancing that have meaningful forms, such as Closed Urang Chopsticks, Nyempurit, Ngruji, Open Urang Chopsticks, Ke-pelan, Baya Mangap, and Ngithing. Learning the practice of basic finger postures aims to provide an independent learning experience through repetitive movements to strengthen or strengthen. This research has succeeded in making a real-time Color-Based Hand Gesture Recognition application for reliable Android devices. This is evidenced by applications that can function well in test scenarios with varying lighting and background conditions. Finally, students can learn the hand gestures of traditional Indonesian dances independently with ease. In addition, the application of the results of this research also contributes to becoming a learning medium in the current era of Blended Learning. Suggestions for future research are to increase the accuracy of Nyempurit and Ngithing attitudes.
Estimate Suicidal Rate in Indonesian based on Time Window using Linear Regression Javier Fajri Zachary; Mochammad Anshori; Wahyu Teja Kusuma
Journal of Enhanced Studies in Informatics and Computer Applications Vol. 1 No. 2 (2024): JESICA Vol. 1 No. 2 2024
Publisher : Institut Teknologi, Sains, dan Kesehatan RS.DR. Soepraoen Kesdam V/BRW

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47794/jesica.v1i2.7

Abstract

The global phenomenon of suicide should be a serious source of worry. Suicide rates are still relatively high in Indonesia. According to the research, there are many different reasons why people commit suicide. Anyone can commit suicide, whether they are young children, teenagers, or adults. Preventive action is one way to avoid this. The prevalence of suicide can be used to gauge the level of preventive action. You may gauge how active you are in implementing the most effective prevention by looking at the predicted suicide rate in the future. Linear regression is one technique for predicting suicide rates. The time window (tw) method is also used to prepare the data because it is in time series form. The best regression model was tw = 5 with MSE = 0.001147, RMSE = 0.033869, and R2 = 0.981643 obtained for all rates. The model with tw = 3, which has errors of MSE = 0.001547, RMSE = 0.039334, and R2 = 0.969458, is the most accurate one for the female rate. Finally, with errors MSE = 0.00318, RMSE = 0.056392, and R2 = 0.973341, we arrive at tw = 5 for the male rate
Aplikasi Mobile Health Sebagai Upaya Meningkatan Kualitas Pelayanan Keperawatan Anak Dengan Penyakit Kronis Pada Seting Home Hospital: Kajian Literatur Lola Novira Risdiyanti; Savril Daffa Geraldo, Jeffana; Lili Octaviani; Usfania Fernanti; Wahyu Teja Kusuma
Jurnal Teknologi Kesehatan (Journal of Health Technology) Vol. 19 No. 1 (2023): Maret
Publisher : POLTEKKES KEMENKES YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29238/jtk.v19i1.1144

Abstract

Dominasi penyakit pada anak di Indonesia mulai bergeser dari penyakit akut menjadi penyakit kronis.Perawatan jarak jauh (home hospital) merupakan tren pada anak dengan penyakit kronis yang membutuhkan perawatan kontinu dalam waktu yang lama.Artikel ini bertujuan untuk menggali potensi penerapan sistem mobile–health di Indonesia.Telaah literatur dari artikel ini didapatkan dari PubMed, CINAHL, dan Medline sejak tahun 2004-2014.Mobile–health merupakan aplikasi yang menawarkan integrasi berbagai fungsi perawatan melalui penggunaan telepon pintar.Beberapa negara percontohan seperti Amerika Serikat, Swedia, dan Jepang telah membuktikan kontribusi mobile – health dalam meningkatkan kualitas pelayanan.Indonesia sejauh ini belum melakukan pengembangan mobile – health di berbagai layanan kesehatan.Penggunaan telepon pintar di Indonesia telah meluas untuk berbagai tujuan, sehingga aplikasi mobile – health untuk pelayanan keperawatan anak sangat mungkin dan mudah diterapkan.Perawat anak di Indonesia hendaknya mulai mengambil inisiatif untuk mengenali aplikasi program, melakukan riset, dan kolaborasi dengan beberapa profesi terkait agar dapat berkontribusi terhadap perbaikan pelayanan kesehatan di masa yang akan datang.
PENGARUH KOMBINASI TRANSCUTANEOUS ELECTRICAL NERVE STIMULATION DAN LATIHAN WILLIAM FLEKSI TERHADAP NYERI LOW BACK PAIN MYOGENIK: The Effect of the Combination of Transcutaneous Electrical Nerve Stimulation and William Flexion Exercise on Low Back Pain Myogenic Supatmi, Eny; Fariz, Achmad; Teja Kusuma, Wahyu; Pradita, Angria
Jurnal Ilmiah Keperawatan (Scientific Journal of Nursing) Vol. 10 No. 1 (2024): JIKep | Februari 2024
Publisher : UPPM STIKES Pemkab Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33023/jikep.v10i1.1862

Abstract

Pendahuluan : Low Back Pain Myogenik adalah rasa tidak nyaman di daerah sekitar punggung bawah dikarenakan kelemahan otot dan ketidakseimbangan otot-otot punggung yang ditandai dengan adanya ketegangan otot, kelemahan abdominal dan multifidus. Penanganan fisioterapi menggunakan kombinasi Transcutaneous Electrical Nerve Stimulation (TENS) dan latihan William Fleksi untuk mengurangi nyeri pada pasien low back pain myogenik. Tujuan penelitian ini untuk mengetahui pengaruh kombinasi Transcutaneous Electrical Nerve Stimulation (TENS) dan latihan William Fleksi terhadap nyeri low back pain myogenik. Metodologi : Penelitian ini menggunakan quasi eksperimen dengan rancangan one grup pretest-posttest design. Populasi penelitian ini sebanyak 50 responden nyeri pinggang bawah dengan sampel 30 responden yang memenuhi kriteria inklusi dan eksklusi di RSUI Orpeha Tulungagung pada bulan Juli-Agustus 2023. Penelitian ini menggunakan teknik purposive sampling. Nyeri low back pain myogenik diukur menggunakan skala Numerical Rating Scale (NRS) sebelum dan sesudah dilakukan intervensi, yaitu : pemberian Transcutaneous Electrical Nerve Stimulation (TENS), kemudian dilanjutkan gerakan latihan William Fleksi berupa pelvic tilting, single knee to chest, double knee to chest, partial sit up, hamstring stretch setiap seminggu 3 kali selama 4 minggu. Penelitian ini menggunakan uji normalitas shapiro-wilk test dan uji hipotesis wilcoxon. Hasil : Pada penelitian ini didapatkan hasil nilai pre treatment 3; nilai post treatment 4; dan nilai p = 0,00 < 0,05. Kesimpulan : Maka dapat disimpulkan bahwa pemberian kombinasi Transcutaneous Electrical Nerve Stimulation (TENS) dan latihan William Fleksi efektif menurunkan nyeri pada pasien low back pain myogenik.
Perancangan Dashboard Vaksinasi dengan Kombinasi Design Sprint, Persona, Crazy 8’S, DAN MVP Anwar, David Saiful; Kusuma, Wahyu Teja; Haris, M. Syauqi
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 2 (2024): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i2.789

Abstract

In carrying out the vaccination work program, the government is required to be able to take fast and appropriate policies while maintaining efficient use of funds in each work unit. One of the government work units that also focuses on vaccination is Kodam V/Brawijaya. The factors causing vaccination data to be uninformative in Kodam V/Brawijaya's ranks are that there are many 38 Kodam V/Brawijaya work units, Kodam V/Brawijaya does not yet have an integrated vaccination information system, the time and place for carrying out vaccination activities is short and moving. moving on, the presentation of data obtained from work units is still raw and uninformative data. Based on these problems, this research aims to design a vaccination dashboard application that suits the needs of users within the TNI Kodam V/Brawijaya area. The design of the vaccination application in this research used the design sprint method. The design sprint method was chosen because based on previous research it can be relied on to produce designs quickly and in accordance with user needs. In the stages of the design sprint method in this research, it will be combined with the persona, crazy 8's, and minimum viable product (MVP) methods. This research contributes to producing a new combination of methods to solve research problems in the field of application design. Finally, the combination of the design sprint method with persona, crazy 8's, and minimum viable product (MVP) is expected to produce a vaccination dashboard application design that meets the needs of Kodam V/Brawijaya.
PENGEMBANGAN MEDIA TERAPI PERBAIKAN RESPIRATORY RATE BERBASIS AUDIO VISUAL BERBASIS ISO 9241-210:2019 HUMAN-CENTERED DESIGN Khudori, Ahsanunnaseh; Kusuma, Wahyu Teja; Anshori, Mochamad; Yuono, Nugroho Teguh; Wibowo, Heri Wahyu
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 1 (2023): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i1.165

Abstract

The spread of the Covid-19 virus is of more concern to various parties. A referral hospital in Surabaya City noted that from March 2020 to July 2021 the recovery rate was 85% of patients exposed to the Covid-19 virus. More than 425 people are members of TNI soldiers, TNI civil servants, retired officers, and family members exposed to the virus. The handling and prevention of the spread of the Covid-19 virus are still being carried out. This study aims to develop respiratory rate improvement therapy media based on audiovisual media. The method to be used is based on ISO 9241-210:2019 Human-centered design as well as several other methods such as persona and expert validation. This research was conducted by conducting pre-production, production, and then editing scenarios. The results of this study were validated by testing the audio-visual media carried out by informatic validation and physiotherapy experts. The results of the expert validation prove that audiovisual media has succeeded because that has met the needs of the users and has a significant effect on improving the respiratory rate.
Augmented Reality Application to Efficiency the Process of Making Batik Motifs Using Vertex Marker Kusuma, Wahyu Teja; Tolle, Herman; Supianto, Ahmad Afif
Journal of Information Technology and Computer Science Vol. 4 No. 3: Desember 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (699.586 KB) | DOI: 10.25126/jitecs.201943154

Abstract

From the total time of making traditional Batik, the batik stage is the most time consuming because there are a lot of mistakes due to lack of carefulness when making batik motifs on cloth. To overcome the problem of making Batik motifs, this research utilizes the strengths and capabilities of Marker-Based Augmented Reality technology. The development of Marker-Based Augmented Reality applications is done by replacing digital objects with Batik motif images and markers attached to the fabric. Development of Marker-Based Augmented Reality applications using vertex markers to reproduce Batik motif objects in order to overcome the limitations of the reach of hands when making Batik motifs on fabric Finally, by using Marker-Based Augmented Reality applications batik makers do not need to draw Batik motifs in pencil on fabric because of Batik motifs directly displayed on the fabric surface by the application, so that it is expected to reduce the process time of making Batik motifs compared to making Batik motifs using traditional methods.