5 research outputs found

    PREVALENSI HIPERTENSI BERDASARKAN INDEKS MASSA TUBUH PADA DOSEN UMUR 40-59 TAHUN DI LINGKUNGAN UNIVERSITAS PENDIDIKAN GANESHA SINGARAJA

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    oai:jurnalunj.journal.unj.ac.id:article/998Abstrak Penelitian ini bertujuan untuk mengetahui untuk mengetahui prevalensi hipertensi berdasarkan indeks massa tubuh pada dosen umur 40-59 tahun di lingkungan Universitas Pendidikan Ganesha tahun 2011. Jenis penelitiann ini adalah penelitian ini merupakan penelitian deskriptif cross sectional yang akan memaparkan tentang angka prevalensi hipertensi berdasarkan indeks massa tubuh pada dosen-dosen Universitas Pendidikan Ganesha yang berumur 40-59 tahun. Sampel dalam penelitian ini diambil dengan teknik random sampling, dengan perhitungan jumlah sampel menggunakan tabel Krejcie, yang mempunyai kepercayaan 95%. Besar sampel yang didapatkan dalam penelitian ini adalah 140 orang. Data diperoleh dengan mengukur tekanan darah dikelompokkan berdasarkan kriteria JNC VII, untuk indeks massa tubuh dikelompokkan berdasarkan kriteria WHO (1998). Perhitungan prevalensi dengan menggunakan rumus point prevalence rate. Selanjutnya untuk menganalisis distribusi masing-masing variabel dilakukan analisis univariat. Kemudian untuk mengetahui kekuatan hubungan antara 2 variabel dilakukan analisis korelasi pearson product moment. Hasil yang diperoleh pada penelitian ini, persentase penderita hipertensi dosen umur 40-59 tahun di lingkungan Undiksha adalah 12,4 % (17 orang) dari total sampel 140 orang. Persentase penderita hipertensi yang mengalami obesitas sebanyak 11,76% (2 orang). Persentase penderita hipertensi yang mengalami kegemukan sebanyak 82,53 % (14 orang). Sedangkan Persentase penderita hipertensi yang indek masa tubuhnya normal sebanyak 0,58% (1 orang). Kata Kunci: Hipertensi, Umur, Obesitas

    Development of angel-based gate in practice model for woodball

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    The purpose of this research was to develop in corner-based gate-in exercise model for woodball. This development research aims to develop in corner-based gate-in exercise model in woodball. The development uses the Luther model which includes six stages, namely: concept stage, design, material collection, manufacture, testing, and distribution. The validation step of the angle-based gate-in exercise model in woodball sports adopts the Dick, Carey, and Carey formative evaluation model which includes four stages: expert or expert evaluation, individual trials, small group trials, and field trials. The trial subjects for the development of the angle-based gate-in exercise model were the experts, athletes at FOK Undiksha Singaraja, and the Singaraja Woodball Association. The field trial phase with pretest and posttest was to determine the effectiveness of the developed model. The t-test is used to determine the effectiveness of the model. The t-test resulted in a comparison of the average pretest and post-test scores. The results of this research, namely first, is development research that aims to develop a corner-based gate-in exercise model in woodball sports using the Luther model covering six stages, namely: concept stage, design, material collection, manufacture, testing, and implementation. distribution. The content expert stated that the gate-in training model based on the shooting angle on woodball on the criteria was very good with a percentage gain of 96%. The responses to individual trials, small group trials, and large group trials were very good with percentage gains of 96%, 94.1%, and 93.6%, respectively. This means that the clarity of the material, attractiveness, and ease of use are appropriate for athletes to use

    Designing gamification for case and project-based online learning: A study in higher education

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    The emergence of online learning has become important during the COVID -19 pandemic due to the advent of internet technology. The unpreparedness of planning and implementing online learning has caused many problems during the pandemic such as limited or monotonous academic materials as well as difficulty in organizing activities and student involvement. Online learning is also more stressful because students are stuck in private academic processes in the absence of challenging and fun activities leading to knowledge development difficulties. Therefore, this study aims to develop and analyze the feasibility of a gamification model for case and project-based online learning in universities. This analysis used the research and development (R&D) method with the experimental procedure containing model development as well as product validation and testing. In the validation process, two learning design and media experts as well as 76 students participated with a descriptive statistical analysis used to analyze the data. The results of the learning design experts’ assessment showed a score of 4.35, learning media experts’ assessment showed a score of 4.90 and the average score of the students' assessment was 4.33. Based on the results, the developed learning model was feasible to use in university academic processes

    Content validity of D-MESS: Articulate storyline 3-based learning media in sport massage courses

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    The development of innovative learning media is one of the solutions for educators in the learning process in higher education in the current era of digital and technological disruption. Interactive learning media are relevant to be applied in hybrid or blended learning methods. The purpose of this study was to find out the results of validating D-MESS content as an interactive learning medium in sports massage courses. The data used in this study are quantitative data obtained from questionnaires filled out by learning experts, media experts, and programming experts. The data analysis technique used is quantitative descriptive, which is oriented towards the Content Validity Index (CVI) approach. The results of the validation test on D-MESS show that, from the educational aspect, a value of 0.89 is obtained, on the aspect of program display, a value of 0.91, and on the aspect of technical quality, a value of 0.83. Referring to these results, the interactive learning media for the sports massage course, which is named D-MESS, has a high level of validation, both from the educational aspect, program appearance, and technical quality. So that the relevance of all components of the three aspects, such as curriculum suitability, content of learning materials, interaction, feedback, coloring, graphics, sound, animation, display between screens, ease of use, and program security, is very good, even though there are minor revisions. Furthermore, with this very high D-MESS validation value, it is suggested for future research
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