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Tingkat Kepuasan Pasien terhadap Pelayanan Kefarmasian di Klinik Pratama NU Palangka Raya Husna Fauzia; Marsela, Marsela; Evi Mulyani
Jurnal Sains Farmasi Dan Kesehatan Vol. 3 No. 1 (2025): Mei - Agustus
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62379/jfkes.v3i1.3313

Abstract

Pelayanan kefarmasian merupakan salah satu aspek yang sangat penting dalam pelayanan Kesehatan di Klinik Pratama NU Palangka Raya. Semakin baik tingkat pelayanan kefarmasian akan mempengaruhi tingkat kepuasan pasien. Pasien merasa puas apabila pelayanan kesehatan yang diperoleh seperti apa yang diharapkan. Penelitian ini bertujuan untuk mengetahui Tingkat Kepuasan Pasien Terhadap Pelayanan Kefarmasian di Klinik Pratama Nu Palangka Raya. Kepuasan pasien di ukur berdasarkan lima dimensi kualitas layanan, yakni dimensi kehandalan (reliability), dimensi ketanggapan (responsivess), dimensi jaminan (assurance), dimensi empati (empathy), dan dimensi bukti langsung (tangible). Metode yang digunakan kuantitatif. Hasil penelitian menunjukan Kepuasan Pasien Terhadap Pelayanan Kefarmasian di Klinik Pratama NU Palangka Raya berdasarkan dimensi kehandalan 3,67, dimensi ketanggapan 3,60, dimensi jaminan 3,76, dimensi empati 3,70 dan dimensi bukti langsung 3,63. Kesimpulan yang dapat ditarik dari penelitian ini adalah kepuasan pasien berada dalam kategori sangat puas dengan nilai 3,68.
The Use of Gamification Media Based on Quiz Competitions (LCC) to Improve Understanding of the Qur'an and Hadith Subject in the Ninth Grade of MTs I'anatuth Tholibin Sukabumi Euis Istikomah; Elsa Yunisa; Evi Mulyani; Maelasari, Maelasari; Yati Supiyati; Adi Rosadi
Classroom: Journal of Islamic Education Vol. 3 No. 1 (2026)
Publisher : Penerbit Hellow Pustaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61166/classroom.v3i1.41

Abstract

Learning the Qur'an and Hadith in Islamic schools often faces challenges in maintaining student motivation and engagement because the methods used tend to be monotonous and teacher-centered. To overcome this, more engaging and interactive strategies are needed to actively engage students in understanding the values ​​of the Qur'an and Hadith. One relevant approach is gamification based on the Quiz Competition (LCC), which combines game elements such as competition, points, and awards into the learning process. This study aims to describe the process of implementing LCC gamification in Qur'an and Hadith learning, identify emerging obstacles, and assess the results and their impact on student understanding. The study used a descriptive qualitative method with observation, interview, and documentation techniques. The research subjects included Qur'an Hadith teachers, 30 ninth-grade students of MTs I'anatuth Tholibin Sukabumi, and the principal as an additional informant. The results showed that LCC increased student engagement, motivation, and understanding of the Qur'an Hadith material. Obstacles that emerged included time constraints and class control due to high student enthusiasm. The teacher overcame these by adjusting the time and more active class management. Overall, the implementation of LCC effectively created a competitive, enjoyable, and meaningful learning atmosphere for students.