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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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53713/nhs.v1i3.75

Abstract

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
Increasing Assertive Behavior in Adolescents in Islamic Boarding Schools Through Assertive Training Zidni Nuris Yuhbaba; M.Elyas Arif Budiman; Wahyi Sholihah Erdah Suswati; Guruh Wirasakti
Psychiatry Nursing Journal (Jurnal Keperawatan Jiwa) Vol. 4 No. 1 (2022): March, 2022
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/pnj.v4i1.33162

Abstract

Introduction: Assertive behavior is the ability to communicate the individual's want, feel, and think to others honestly and openly while respecting personal and other people's rights. One way to increase assertiveness in adolescents is through assertive training activities where this activity presents systematic activities that can develop and train individuals' abilities to express their thoughts, feelings, desires, and needs confidently. The purpose of this study was to analyze the change in assertive behavior of adolescents living in Islamic boarding schools through assertive training.Method: This was pre-experimental research with pre-post design.  The sample was 80 respondents which were obtained by the purposive sampling technique. The measuring instrument uses assertive behavior questionnaires and data analysis using the Wilcoxon Paired testResults: The results of the analysis of assertive behavior in adolescents before the intervention were in a low category (42.5%) and after the intervention, adolescent assertive behavior was in a good category (46.3%). The results showed a p-value of 000 which is result indicated that there was an increase in the assertive behavior of adolescents living in Islamic boarding schools through assertive training.Conclusions: Adolescents with high assertiveness are able to control their emotions, mental health and have good coping with solving personal and social problems, and are able to express their wishes firmly to others
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37638/jsk.28.2.12-17

Abstract

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.
PENGARUH PEMBELAJARAN MULTIMEDIA RJP TERHADAP KEPERCAYAAN DIRI MAHASISWA KEPERAWATAN DALAM MELAKUKAN RJP Yunita Wahyu Wulansari; Guruh Wirasakti
Jurnal Keperawatan Sriwijaya Vol. 9 No. 1 (2022): Vol 9, No 1 (2022)
Publisher : Program Studi Ilmu Keperawatan Fakultas Kedokteran Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32539/jks.v9i1.163

Abstract

Tujuan: Untuk mengetahui pengaruh pembelajaran multimedia RJP terhadap kepercayaan diri mahasiswa keperawatan dalam melakukan RJP di STIKES dr. Soebandi Jember. Metode: Desain penelitian yang digunakan adalah quasy eksperimental dengan rancangan randomized subject, pretest-posttest without control group design. Jumlah responden sebanyak 36 menggunakan teknik purposive sampling. Lokasi penelitian di STIKES dr. Soebandi Jember. Hasil: Hasil penelitian menunjukkan bahwa terdapat perbedaan skor kepercayaan diri mahasiswa keperawatan dalam melakukan RJP antara sebelum dan setelah pembelajaran multimedia RJP (p=0,000). Pada tahap awal sebelum dilakukan pembelajaran multimedia RJP (pretest), rata-rata kepercayaan diri responden mencapai 4,97 (2-3 pertanyaan menjawab percaya diri) dengan nilai terendah 4 dan nilai tertinggi 7. Setelah dilakukan pembelajaran multimedia RJP (posttest), rata-rata kepercayaan diri responden mencapai 7,69 (3-4 pertanyaan menjawab percaya diri) dengan nilai terendah 7 dan nilai tertinggi 8. Sedangkan komponen kepercayaan diri responden dalam melakukan RJP antara sebelum dan setelah pelatihan terjadi perbedaan yang signifikan dengan masing-masing nilai p<0,05. Simpulan: Penelitian ini menunjukkan bahwa pembelajaran dengan multimedia RJP dapat meningkatkan kepercayaan diri dalam melakukan RJP.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36089/nu.v13i3.828

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36858/jkds.v8i2.231

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36858/jkds.v9i1.267

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36858/jkds.v10i2.408

Abstract

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.