Deasy Dwi Cahyaningtyas Arifin
Universitas Indraprasta PGRI

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Increasing Adolescents' Knowledge of Zero Waste Lifestyle in Pabuaran Village, Mt. Sindur Veno Dwi Krisnanda; Suhfi Albab; Ainul Husna; Deasy Dwi Cahyaningtyas Arifin
Global Education Journal Vol. 1 No. 2 (2023): Global Education Journal (GEJ)
Publisher : Civiliza Publishing, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (611.639 KB)

Abstract

The Community Service Program (PKM) aims to socialize the Zero Waste (ZW) environmental program and train the public to manage waste (used goods) into usable items (recycled) using an e-mail-based application. The methods used are lectures and demonstrations (direct training), and counseling. For education on the Zero Waste environmental program, namely using the Zero Waste application that was developed previously, while for training on the utilization of waste into more useful goods, it is carried out through demonstrations or hands-on training (practice). This community service place is in Pabuaran Village, Mount Sindur, West Java. In this activity the researchers used the Participatory Action Research (PAR) method, which is a research method that is carried out in a participatory way among community members in a community. So far, no training has been held on waste management and the Zero Waste environment, so that people's knowledge and awareness about environmental health is still low. The results obtained are the formation of public knowledge about the importance of the Zero Waste environment and the community being able to make or manage waste into more useful finished goods.
Provision of Counseling and Socialization Services to Reduce Anxiety of Game Addiction and Nomophobia to Adolescents in Pabuaran Village Gn. Sindur Veno Dwi Krisnanda; Deasy Dwi Cahyaningtyas Arifin; Suhfi Albab
Jurnal PkM (Pengabdian kepada Masyarakat) Vol 6, No 2 (2023): Jurnal PkM: Pengabdian kepada Masyarakat
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jurnalpkm.v6i2.15803

Abstract

Addiction to games is a condition in which a person experiences excessive discomfort, anxiety, anxiety, or sadness because they cannot interact with their mobile device. This can be considered as a result of excessive smartphone use and has a negative impact on the individual. Nomophobia is also one of the effects of this addiction, in which a person feels anxious or afraid when they are away from their smartphone. The level of discomfort, anxiety, anxiety, or sadness in people who experience game addiction has exceeded normal limits and can be considered as addictive behavior. It is important for us to be aware of the negative impacts that may arise from dependence on smartphones and games. Efforts need to be made to limit smartphone use wisely, maintaining a balance between digital life and real life. In this way, we can avoid the trap of game addiction and maintain a more balanced and fulfilling quality of life.