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    The Influence of Positive Self-Talk on Decision-Making of Young Futsal Athletes

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    Futsal sports have very fast and dynamic game characteristics that require players to move quickly and dynamically on the field. During the match, the psychological changes of futsal athletes must change due to several factors such as stress, Concentration Stress, and mental pressure. Therefore, one of the mental skills that can be used when several of these factors occur is to use Positive Self-Talk skills. This study aims to determine the positive influence of self-talk on the decision- making of young futsal athletes. The method used is an experiment with a quantitative approach and one-group pretest-posttest design. The sample consisted of 12 futsal extracurricular students of SMAN 11 Bandung with a total sampling technique. The instrument used was the Decision Style Questionnaire (DSQ). The results showed there is a significant effects positive self-talk on decision-making of young futsal athletes. These findings suggest that positive self-talk is effective in improving decision-making in young futsal athletes. It is recommended that coaches incorporate mental self-talk training into training programs and that further research be conducted with a larger sample size and exploration of other types of self-talk

    Dampak Game Online Terhadap Kebugaran Jasmani Siswa Sekolah Dasar Negeri Simpang Empat 2

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    This study aims to analyze the impact of online gaming on physical fitness by exploring the relationship between the duration of gaming and physical health. The research employed a correlational method with a quantitative approach, and participants were selected using purposive sampling. The instrument used in this. study was the Nusantara Student Fitness Test (TKPN), which included a series of tests such as the V Sit and Reach, Squat Thrust, Sit-Up, and PACER Test. Data were analyzed using non-parametric statistical methods, specifically Spearman’s correlation. The results revealed that there was no significant relationship between online gaming and physical fitness, with a significance value of 0.111 (> 0.05) and a correlation coefficient of 0.266. This indicates a very weak and statistically insignificant relationship between the two variables. In conclusion, there is no significant correlation between online gaming and the physical fitness levels of student

    Creating An Inclusive Community Activity Center For The Elderly: Fostering Intergenerational Interaction

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    As individuals transition into their senior years, they often experience declines in both physical and psychological well-being. Consequently, the elderly require specialized services distinct from those provided to younger adults. To address these challenges, the establishment of an elderly community center become essential, offering a range of tailored services derived from informed problem-solving approaches rooted in elderly-related phenomena. While discussions about the elderly tend to focus on their vulnerabilities, they possess a wealth of invaluable life experiences that surpass mere frailty. Their extensive knowledge, skills, life experiences, desires, regrets, and achievements serve as not only sources of nostalgia for the youth but also as a reservoir of knowledge ripe for analysis and transformation into meaningful life lessons. Facilitating intergenerational memories can effectively foster positive interactions between older and younger generations. The envisioned community center embraces an inclusive design approach, crafting an environment accessible to all users. With advancing age, diminished physical mobility and motor function lead to reduced strength and energy among the elderly. Designing spaces with their comfort and safety in mind within the built environment is crucial. This endeavor is informed by community observations, field studies, precedent analyses, and literature reviews, thereby gathering relevant theories to underpin the research. Six design strategies emerge from these investigations: 1) Site selection strategy, 2) Mass composition and building façade strategy, 3) Activity zoning within the building strategy, 4) Access and circulation strategy, 5) Interior space design strategy, and 6) Equipment and furniture strategy. By embracing an inclusive design approach, the planning and analysis encompass strategies for shared activities while ensuring comfort and safety, promoting the development and interaction of both the elderly and younger generations. Keywords: Elderly Community Center; Intergenerational; Inclusive Desig

    Linear Mixed Model for Oil Palm Parents Selection

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    The objective of plant breeding is to obtain superior seeds. These seeds originated from parents that can pass their superior traits to their progeny. The observed characteristics of the progeny (phenotype) determined the traits of these seeds. Therefore, we performed a progeny analysis. In this analysis, the data samples were collected from Riau in Sumatera and Kumai in Kalimantan (two locations). The main objective is to find superior parents from these two locations. The superiority of the selected parents lies not only in passing high production traits but also in adaptability (fit) to the diversity or variability of the environment or locations. This analysis calculates the General Combining Ability (GCA) values for both male and female parents using the Linear Mixed Model (LMM). The experimental design, as the source of data, was an alpha lattice design, so the LMM contains locations, replicas, blocks, male and female parents, and the progeny factors. The analyzed phenotype is Fresh Fruit Bunches of third-year production. Since the data sets of the two locations were nonintersect, the model uses the coefficient of parentage (additive relationship matrix) to link both. The results of the GCA analysis showed that selected female parents were 137, 155, 126, 147, and 159 (Dura), and 101, 113, 109, and 117 for male parents. They are among the parents with highly productive progenies. There are also new potential crossings not currently available on the plantation - for example, the crossing 137 x 101 with the additive genetic value of 35.37

    The Relationship between Self-efficacy and Goal setting in Student Sepak Takraw Athletes in Indonesia

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    Self-efficacy and goal setting were psychological factors that influenced athletes in improving sports performance. This study aimed to determine the relationship between self-efficacy and goal setting in student Sepak Takraw athletes in Indonesia. The instruments used were the Athlete Self-Efficacy Scale (ASES) (Koçak, 2020) and the Self-Audit Questionnaire for Goal Setting (Wilson & Dobson, 2008). Data collection was carried out using the convenience sampling technique. The study involved 156 Sepak Takraw athletes aged 12-18 years. Descriptive statistical analysis was used to describe the levels of self-efficacy and goal setting among Sepak Takraw athletes, while Spearman correlation analysis was conducted to examine the relationship between the two variables. The results indicated that 66.03% of athletes had a moderate level of self-efficacy, while goal setting was also categorized as moderate, with a percentage of 75.64%. The relationship between self-efficacy and goal setting showed r = 0.638 (p < 0.001), indicating a significant relationship with a strong correlation between these two variables in student Sepak Takraw athletes in Indonesia. The findings of this study can be applied in training programs by optimizing self-efficacy and goal setting, such as implementing the SMART method (Specific, Measurable, Achievable, Relevant, Time-bound) as a strategy to enhance athlete performance.Self-efficacy berpengaruh bagi seorang atlet untuk melihat seberapa yakin dan percaya atlet terhadap kemampuan dirinya sendiri guna menyelesaikan suatu tugas olahraga. Tugas seorang atlet pelajar selain sekolah adalah melakukan latihan rutin yang perlu adanya penyelarasan tujuan di usia atlet yang masih muda. Goal setting diterapkan untuk membantu atlet mampu merancang serta merumuskan suatu tujuan sehingga dapat meningkatkan self-efficacy yang dimilikinya. Penelitian ini bertujuan untuk mengetahui hubungan antara self-efficacy dengan goal setting pada atlet Sepak Takraw pelajar di Indonesia. Penelitian ini menggunakan instrument Athlete Self-efficacy Scales (ASES) (Koçak, 2020) untuk mengukur tingkat self-efficacy sedangkan untuk goal setting menggunakan kuesioner self-audit for goal setting (Wilson & Dobson, 2008). Proses pengumpulan data dilakukan dengan teknik convenience sampling, kuesioner disebarkan menggunakan google form. Jumlah partisipan pada penelitian ini 156 atlet sepak takraw dengan rentang usia 12 hingga 18 tahun. Penelitian ini menggunakan statistik deskriptif untuk menggambarkan tingkat self-efficacy dan goal setting atlet sepak takraw, serta analisis korelasi Spearman untuk melihat hubungan antara kedua variabel. Hasil penelitian menunjukkan tingkat self-efficacy dan goal setting pada atlet sepak takraw pelajar di Indonesia dalam kategori sedang. Serta hubungan antara self-efficacy dan goal setting sebesar 0,638<0,001 dimana terdapat hubungan yang signifikan antara self-efficacy dan goal setting pada atlet sepak takraw pelajar di Indonesia

    PEGEMBANGAN DAN VALIDASI METODE HEPARIN ATAU ENOKSAPARIN MENGGUNAKAN KROMATOGRAFI CAIR KINERJA TINGGI PASANGAN ION

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    One of the drugs used to treats and prevents COVID-19 thromboembolic problems is heparin or enoxaparin sodium. Heparin and enoxaparin have the side effect of bleeding when used, so monitoring of therapy is necessary. This present study aims to validate an ion pair high-performance liquid chromatography (HPLC) condition to analyse the adsorption of heparin or enoxaparin at molecularly imprinted polymer (MIP) after synthesis. The chromatographic system consists of a C8 column with a Diode Array Detector (DAD). The optimal chromatographic condition was obtained using mobile phase A (300mM NaCl + 10mM tetra n-butyl ammonium hydroxide) and mobile phase B (acetonitrile) under gradient elution, and 100 µl injection volume. The heparin or enox was detected at 231 nm, generating symmetrical peaks and good separation in 4.1 minutes after injection. The method indicated good selectivity with a resolution of 3.49 for heparin and 3.74 for enox. A linear detector response with R2 of 0.9965 and 0.9994 for heparin and enox. The method yields good precision and good accuracy. The proposed method has met the method validation requirements for adsorption heparin or enox analysis before using validation in biological samples.Salah satu obat yang digunakan untuk mengobati dan mencegah masalah tromboemboli saat COVID-19 adalah heparin atau natrium enoksaparin. Heparin dan enoksaparin mempunyai efek samping perdarahan bila digunakan sehingga perlu dilakukan pemantauan terhadap terapi. Penelitian ini bertujuan untuk memvalidasi sistem kromatografi cair kinerja tinggi (KCKT) pasangan ion untuk menganalisis adsorpsi heparin atau enoksaparin pada molekuler yang dicetak secara molekuler (MIP) setelah sintesis. Sistem kromatografi terdiri dari kolom C8 dengan detektor Diode Array (DAD). Kondisi kromatografi optimal diperoleh dengan menggunakan fase gerak A (300mM NaCl + 10mM tetra n-butil amonium hidroksida) dan fase gerak B (asetonitril) pada elusi gradien, dan volume injeksi 100 μL. Heparin atau enoksaparin dideteksi pada panjang gelombang 231 nm, menghasilkan puncak simetris dan pemisahan yang baik dalam 4,1 menit setelah injeksi. Metode ini menunjukkan selektivitas yang baik dengan resolusi 3,49 untuk heparin dan 3,74 untuk enoksaparin. Respon detektor linier dengan R2 sebesar 0,9965 dan 0,9994 untuk heparin dan enoksaparin. Metode ini menghasilkan presisi serta akurasi yang baik. Metode yang diusulkan telah memenuhi persyaratan validasi metode untuk analisis adsorpsi heparin atau enoksaparin sebelum digunakan dalam validasi pada sampel biologis

    Kajian Literatur Sistematis Desain User Interface dan User Experience Media Animasi Dalam Meningkatkan Konsentrasi Anak Berkebutuhan Khusus Tunagrahita

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    This systematic literature review investigates the role of User Interface (UI) and User Experience (UX) in animated learning media for enhancing the concentration of children with intellectual disabilities. Drawing from 30 selected publications, the study highlights previous findings that well-designed digital media can significantly improve learning outcomes for children with special needs. Using inclusive criteria, the researchincorporates observations of learning environments and interviews with educators at SLB Negeri 2 Denpasar. The effectiveness of UI/UX elements is assessed through the Questionnaire for User Interface Satisfaction (QUIS) and the User Experience Questionnaire (UEQ). Key insights emphasize the impact of intuitive and engaging design in sustaining concentration and aiding comprehension. The study offers practical guidelines for developing accessible and effective learning tools, underscoring the importance of inclusive design practices in special education and providing a valuable foundation for future educational technology advancements.Tinjauan literatur sistematis ini menyelidiki peran User Interface (UI) dan User Experience (UX) dalam media pembelajaran animasi untuk meningkatkan konsentrasi anak-anak dengan disabilitas intelektual. Data diambil dari 30 publikasi terpilih, penelitian ini menyoroti temuan sebelumnya bahwa media digital yang dirancang dengan baik secara signifikan dapat meningkatkan hasil pembelajaran bagi anakanak berkebutuhan khusus. Dengan menggunakan kriteria inklusif, penelitian ini menggabungkan pengamatan lingkungan belajar dan wawancara dengan pendidik diSLB Negeri 2 Denpasar. Efektivitas elemen UI/UX dinilai melalui Kuesioner Kepuasan Antarmuka Pengguna (QUIS) dan Kuesioner Pengalaman Pengguna (UEQ). Wawasan utama menekankan dampak desain yang intuitif dan menarik dalam mempertahankan konsentrasi dan membantu pemahaman. Studi ini menawarkan panduan praktis untuk mengembangkan alat pembelajaran yang mudah diakses dan efektif, menggarisbawahi pentingnya praktik desain inklusif dalam pendidikan khusus, dan memberikan dasar yang berharga untuk kemajuan teknologi pendidikan di masa depan

    Identifying Effective Halal Attributes for Muslim Tourists in Japan: Perspectives from Supply and Demand

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    Halal tourism is growing for Muslim and non-Muslim destinations due to Muslim population growth. Halal tourism is harder in non-Muslim countries due to cultural differences. Previous research investigated halal attributes from the perspective of the demand side. This study investigated Japan's halal attributes from the perspectives of supply and demand, as perceived by destination Muslim residents and Muslim tourists, thereby promoting halal tourism in non-Muslim destinations. The viewpoints of Muslim residents identified four important halal attributes: supportive infra and service, social environment, halal food and beverage, and specific facilities and amenities. The effectiveness of these attributes was confirmed by 253 Muslim tourists. It was found that the success of a non-Muslim destination in halal marketing is contingent on partial halal resources and well-managed indigenous resources

    The Impact of Different Media Materiality on the Creative Process

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    As a complex phenomenon, the creative process is shaped by multiple factors such as emotions, cognitive abilities, and contexts. Media materiality, as one of the contextual aspects of the creative process, has a significant impact on shaping and informing creative outcomes. To better understand the impact of different media materiality on the creative process, nineteen published studies were analyzed adhering to the PRISMA guidelines, focusing on four comparison groups: physical media vs non-immersive 2D/3D media, physical media vs immersive 3D media, digital 2D media vs immersive 3D media, and non-immersive 3D media vs immersive 3D media. The findings suggest that the choice of media materiality significantly influences the creative process, impacting factors such as ideation, expression, collaboration, and the overall experience of creating. This review concluded that media materiality in immersive virtual reality has the potential to enhance creativity, but traditional media may have more significant psychological benefits compared to virtual reality experiences. Future research directions in fine arts and design will be discussed based on the review results

    PENGEMBANGAN DAYA TARIK WISATA KEBUGARAN CIPANAS SUBANG DI KABUPATEN KUNINGAN

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    Cipanas Subang merupakan salah satu daya tarik wisata di Kabupaten Kuningan yang memiliki daya tarik utama berupa tempat pemandian air panas alami. Tingkat kunjungan wisatawan di Cipanas Subang cenderung tidak stabil, hanya ramai ketika di akhir pekan atau di hari libur saja. Tujuan penelitian ini dibuat untuk menggambarkan strategi pengembangan Cipanas Subang sebagai daya tarik wisata kebugaran di Kabupaten Kuningan. Hasil penelitian menjelaskan bahwa Cipanas Subang memiliki potensi yang masih bisa dikembangkan lagi dengan menerapkan beberapa strategi pengembangan melalui analisis matriks SWOT. Terlebih, memiliki konsep wisata kebugaran yang mampu menjadi ikon menarik bagi calon wisatawan

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