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Hubungan Aktivitas Fisik (Olahraga) Terhadap Tekanan Darah Pada Lansia Di Kelompok Prolanis Desa Pakis Kembar Kecamatan Pakis Kabupaten Malang Ambarwati, Arista Ayu Novi; Kurniyanti, Mizam Ari; Ulfa, Miftakhul
JURNAL KESEHATAN TROPIS INDONESIA Vol. 4 No. 2 (2026): Jurnal Kesehatan Tropis Indonesia
Publisher : PT. LARPA JAYA PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63265/jkti.v4i2.210

Abstract

Tekanan darah merupakan masalah kesehatan yang sering terjadi pada lansia akibat proses penuaan dan perubahan sistem kardiovaskular. Penurunan aktivitas fisik pada lansia sering terjadi seiring bertambahnya usia, padahal aktivitas fisik intensitas sedang yang dilakukan secara teratur dapat membantu menurunkan tekanan darah melalui peningkatan elastisitas pembuluh darah. Menganalisis hubungan antara aktivitas fisik (olahraga) dengan tekanan darah pada lansia di kelompok PROLANIS Desa Pakis Kembar Kecamatan Pakis Kabupaten Malang. Desain penelitian yang digunakan adalah penelitian kuantitatif dalam bentuk deskriptif korelatif dengan pendekatan cross-sectional. Sampel penelitian dipilih menggunakan teknik purposive sampling. Data dikumpulkan menggunakan kuesioner aktivitas fisik olahraga dan pengukuran tekanan darah menggunakan tensi meter digital. Analisis data menggunakan uji Chi-Square (? = 0,05). Hasil penelitian menunjukkan bahwa dari total responden, sebagian besar berada pada kategori aktivitas fisik olahraga tinggi sebanyak 15 responden (41,7%). Sebagian besar lansia memiliki tekanan darah dalam kategori hipertensi grade I sebanyak 11 responden. Hasil uji statistik menggunakan Chi-Square menunjukkan nilai p = 0,039 (p < 0,05), yang artinya ada hubungan yang signifikan antara tingkat aktivitas fisik olahraga dengan tekanan darah pada lansia. Ada hubungan yang signifikan antara aktivitas fisik olahraga dengan tingkat tekanan darah pada lansia di kelompok PROLANIS Desa Pakis Kembar Kecamatan Pakis Kabupaten Malang. Lansia dengan aktivitas fisik rendah cenderung memiliki kategori tekanan darah yang lebih tinggi dibandingkan dengan lansia yang melakukan aktivitas fisik normal hingga tinggi.
Peran Terapi Reminiscence dengan Pendekatan Mendongeng Pada Lansia dengan Gangguan Kognitif di Desa Srigonco Kecamatan Bantur Mizam Ari Kurniyanti; Ahmad Guntur A; Miftakhul Ulfa; Ari Dwi Sulaksono
Jurnal Ners Vol. 10 No. 3 (2026): JULI 2026
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jn.v10i3.57643

Abstract

Based on a quasi-experimental study in the village of Srigonco, this research concludes that reminiscence therapy using a storytelling approach is far more effective in improving cognitive function in older adults than puzzle therapy. The study, which involved 48 older adults with moderate cognitive impairment, showed that the storytelling group experienced a significant increase in MoCA-INA scores, from an average of 18.54 to 21.17, whilst the puzzle group only increased from 18.67 to 19.50. Through six intervention sessions themed around local culture and the history of independence, storytelling therapy proved capable of activating autobiographical and emotional memories in older adults more deeply than puzzles, which focus solely on general problem-solving stimulation. An independent t-test confirmed a significant difference in the final results of the two groups with a p-value of 0.001, affirming the superiority of this narrative-based therapy rooted in the past. Given its low cost, simplicity, and relevance to the cultural context of Indonesia, storytelling intervention is highly recommended for integration into elderly community health centre services to maintain their independence and quality of life.
Effectiveness of Animation Video about Diabetes Mellitus Self-Care Management on The Level of Knowledge among Elderly Ayu Virda Nita; Mizam Ari Kurniyanti; Ari Dwi Sulaksono
Health and Technology Journal (HTechJ) Vol. 2 No. 5 (2024): October 2024
Publisher : KHD Production

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53713/htechj.v2i5.262

Abstract

Diabetes Mellitus is a common chronic disease among the elderly, and effective self-care management is essential to control this condition. Elderly knowledge about self-care management is important in the care of Diabetes Mellitus. One of the media that can be used to improve knowledge in the elderly is using educational videos. This study aims to evaluate the effectiveness of animated videos about self-care management of diabetes mellitus in improving the knowledge of elderly individuals in RW 01 and RW 02 in Rampal Claket Village, Malang City. The research design used quasi-experimental with pre-test and post-test. The sample in this study was 30 respondents, the sampling technique in this study used purposive sampling technique. The instrument to assess the level of knowledge before and after the animated video intervention using the DMSQ questionnaire. Data analysis used a paired t-test to determine the difference in knowledge scores. The results of this study showed a significant increase in the knowledge of elderly individuals regarding diabetes self-care management after the animated video intervention. The average knowledge score before the intervention was 29.27, which increased to 41.20 after the intervention, an increase of 39.76%. Animated videos have been proven effective in increasing the knowledge of elderly individuals about self-care management of diabetes mellitus with a p-value of 0.000. This study recommends the use of innovative educational media to improve public understanding of chronic disease management.
Content Validity and Readability Evaluation of the Waek AI-Based Game Application for Bullying Prevention and Mental Health Promotion Among Generation Z Miftakhul Ulfa; Ari Dwi Sulaksono; Ahmad Guntur Alfianto; Mizam Ari Kurniyanti
Care : Jurnal Ilmiah Ilmu Kesehatan Vol 13, No 3 (2025): EDITION NOVEMBER 2025
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/jc.v13i3.7447

Abstract

Generation Z faces increasing mental health challenges, often worsened by bullying and cyberbullying. Digital-based interventions need to be both engaging and understandable for this demographic. This study aimed to evaluate the content validity and readability of the Waek AI-based game application designed for bullying prevention and mental health promotion among Generation Z youth. A descriptive quantitative design was employed with six expert validators, consisting of three psychiatric nursing lecturers and three IT professionals. Data were collected using structured validation sheets and analyzed using the Aiken’s V coefficient for content validity and the Indonesian Digital Readability Index (IDRI) for readability.The application achieved an Aiken’s V score of 0.947, indicating excellent content validity, and an IDRI score categorized as moderate-to-easy (71–80), demonstrating high readability. The Waek AI-based game application possesses strong content validity and readability, supporting its feasibility as a digital tool for bullying prevention and mental health promotion among Generation Z.
Video Animasi Sebagai Media Edukasi Pengetahuan Dietary Approaches To Stop Hypertension Pada Kader Lansia Yanuar Henus Pratama; Mizam Ari Kurniyanti; Muntaha .
Media Husada Journal Of Nursing Science Vol. 7 No. 1 (2026): Maret
Publisher : STIKES Widyagama Husada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33475/mhjns.v7i1.918

Abstract

Abstract Hypertension is a leading health problem among the elderly, and community health cadres play a crucial role in providing education for its prevention. The DASH (Dietary Approaches to Stop Hypertension) diet is an evidence-based approach to reduce hypertension risk, yet knowledge gaps remain among elderly health cadres. This study aimed to analyze the effectiveness of animated video-based health education in improving elderly health cadres’ knowledge about the DASH diet. A quasi-experimental design with a pretest–posttest control group was used, involving 56 cadres divided equally into intervention (n=28) and control (n=28) groups through total sampling. Knowledge was measured using a 16-item questionnaire. Data were analyzed with paired t-tests and independent t-tests. Results showed a significant increase in the intervention group’s mean score from 12.57 (pretest) to 14.64 (posttest) with a mean difference of 2.07 points (p=0.003), whereas the control group improved only from 11.96 to 12.78 (difference 0.82; p=0.026). Independent t-test revealed a significant posttest difference between groups (p=0.001). The findings indicate that animated video is an effective educational tool to enhance cadres’ knowledge of the DASH diet and can be implemented as an innovative strategy in community-based hypertension prevention programs. Keywords: Health education, animated video, DASH, elderly health cadres, hypertension.
Efektivitas Edukasi Booklet Terhadap Pengetahuan Kepatuhan Minum Obat Lansia Diabetes Dhesta Pratama; Ahmad Guntur Alfianto; Mizam Ari Kurniyanti
Media Husada Journal Of Nursing Science Vol. 7 No. 2 (2026): Juli
Publisher : STIKES Widyagama Husada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33475/mhjns.v7i2.970

Abstract

Abstract Background: Diabetes mellitus is a chronic metabolic disease requiring strict medication adherence, particularly among the elderly. Low health literacy significantly contributes to non-adherence. Educational media such as booklets offer structured visual information suitable for elderly cognitive characteristics.  Objective: This study aimed to determine the effect of booklet-based educational media on elderly knowledge regarding medication adherence in diabetes mellitus. Methods: A quasi-experimental study with a pretest-posttest control group design was conducted at Puskesmas Pakis. A total of 60 elderly patients with type 2 diabetes were selected via purposive sampling and divided into an intervention group (n=30) receiving booklet education and a control group (n=30) receiving standard care. Data were gathered using validated questionnaires and analyzed using the Wilcoxon Signed-Rank Test. Ethical approval was obtained (No. 3261/KEPK/UNIV-NHM/EC/IV/2026).  Results: Before intervention, both groups predominantly exhibited moderate to low knowledge levels. Post-intervention, the intervention group demonstrated a significant increase in knowledge, with 22 respondents (73.3%) reaching the good category, whereas the control group showed less pronounced improvement. The Wilcoxon test yielded a p-value of 0.001 (p < 0.05) for the intervention group, confirming a statistically significant effect. Conclusion: Booklet media significantly enhances elderly knowledge regarding medication adherence in type 2 diabetes mellitus.
Generation Z's Response to The Use of Gen.Zas (Electronic Game-based Health Promotion Media) to Prevent Bullying Behavior in Generation Z Miftakhul Ulfa; Ahmad Guntur Alfianto; Mizam Ari Kurniyanti; Ari Dwi Sulaksono
Care : Jurnal Ilmiah Ilmu Kesehatan Vol. 13 No. 1 (2025): EDITION MARCH 2025
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/jc.v13i1.6357

Abstract

Bullying can lead a mental health issues among Generation Z. Preventive efforts can be implemented using modern technological approaches. Online games are particularly popular among Generation Z and have the potential to influence behavior when played frequently. This study aims to develop an online game Gen.Zas, as a preventive measure against mental health problems caused by bullying. A quantitative and developmental descriptive research design was used. In the first stage, the online game was developed, followed by a perception test in the second stage, conducted with 90 Generation Z respondents from Malang city. Three indicators were evaluated: feasibility of presentation, graphic, and storyline feasibility. The results showed that the perception-test has percentage feasibility score of 86.04% (highly valid and well received) for presentation, 70.74% (valid and feasible) for graphics, and 60.5% (valid and feasible) for the storyline. In conclusion, the Gen.Zas game serves as an educational adventure game that addresses bullying in school environment while incorporating assertiveness techniques to help Generation Z manage bullying behavior effectively.