Publication Search

70,857 articles from 624 journals · 1,760 citations tracked

Showing 101-120 of 183

Analytics

Seror Kadhim Hamza; Ali Daher Habeeb; Dunia Fawaz Mohammed

Jurnal Riset Ilmu Farmasi dan Kesehatan 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Background: Medical waste (MW) includes various materials such as used needles and syringes, medications, body parts, diagnostic samples, blood, radioactive materials, synthetic compounds, medical gadgets, and surgical masks. Healthcare waste is a subset of overall waste generation. Hospital waste may be harmful or non-hazardous. Hazardous waste presents physical, chemical, and microbiological risks to both the general public and healthcare workers involved in its processing, treatment, and disposal. The pandemic has accelerated the development of solid medical waste, leading to rising concerns about its handling. This highlighted the challenges of medical waste management, such as separation, storage, and transportation. Materials and Methods: descriptive cross-sectional study conducted to assess the management of medical waste in two of Holy Karbala Governorate hospitals (Imam Hassan Al-Mujtaba Teaching Hospital, Imam Hussein Medical City), Data were collected by hospital field visits and direct interviews with medical waste management workers, officials, and health care providers using questionnaire. Results: It was documented that the two hospital trained there staff infrequently an as need and had sufficient but sometime not appropriate personal protective equipment. Both of hospital are segregate medical waste and had incinerator which used to burn medical waste.

Bambang S. Irianto; Zenita Delia Reviska; Khamilatun Nisah; Amelia Suci Ramadhani; Joshua Aldo Tri Putra

Nusantara Mengabdi Kepada Negeri 2024 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

In this era of digitalization, almost all Indonesian people use gadgets. This also seems to have become an inseparable phenomenon in this era of digitalization, especially among young people in Indonesia, including elementary school children. The impact of using the gadget itself also varies, ranging from the positive impact that can be taken and the negative impact that must be avoided. Lack of knowledge about the impact of gadget use for elementary school children, students of the Faculty of Law UPN Veteran East Java conducted socialization at SDN Sidodadi 2. The target of this socialization activity is 5th grade elementary school children with a total of 55 students. This socialization activity aims to provide understanding and legal knowledge about the impact of excessive use of gadgets, especially since 5th grade elementary school children are the age when the transition from children to the adolescent phase is born. This socialization activity uses a special approach method so that in the delivery process it can be well received and on target. The results of socialization activities are summarized into reports and journals so that benefits and learning can reach the wider community.

Chatarina Novianti; Felix Welu; Yuliana Sepe Wangge; R.A Yunita Umar; Maria Irmagardis Pao +1 more

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Gadgets are small electronic devices that have various specialized functions. In addition, a gadget can also be interpreted as a sophisticated device that contains various applications. These applications themselves are then used as a source of information, social networking, hobbies, creativity, and much more. Gadgets are used by parents, teenagers and early childhood who feel happy and even addicted to using them. So that for early childhood who is not given a companion or guidance can cause a negative impact on early childhood development. There are objectives, namely to find out what impact the use of gadgets has, to find out the signs of gadget addiction in children, to find out how to reduce the adverse effects of gadgets, to find out how to overcome gadget addiction, to find out the characteristics and effects of gadget addiction. This activity was conducted at SDN Ende 5 using a qualitative approach method. The results showed that gadgets are indeed very useful for life, but can cause negative things, including to elementary school children who make excessive social and emotional development. The adverse effects on children are closed personalities, sleep disorders, tantrums, violent behavior, fading creativity and the threat of cyberbullying. The solution is to limit the use of gadgets, supervise children when playing gadgets and give children the right time to play gadgets.

Juraidah Juraidah; Nayla Rizka Irwani; Nurhayati Nurhayati; Rapiqah Hayati; Yasmina Fajri +2 more

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

Currently, technological advancements are progressing rapidly, and various modern inventions are aimed at enchancing human mobility and freedom of movement in daily life. One example of rapidy developing technology is gadgets. This journal aims to understand the impact of gadgets in the socio-emotional development of young children. The authors of this journal employed a literature review research method. The use of gadgets in early childhood has a significant impact on their socio-emotional deveploment, both positive and negative, depending on the duration, content, and contet of usage

Widya Nurkayatin; Muhammad Turhan Yani; Achmad Sya’dullah

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

The development of information technology in the modern era is increasingly rapid. and influences various aspects of life, including early childhood education. The Internet, as a component of information technology, connects computers around the world into a very large network, enabling instant and global exchange of information. This has a significant impact on Religious and Moral Competencies in AUD. The qualitative approach used in this research is a case study design at the Bung Karno State Kindergarten. Data was collected through classroom observations, semi-structured interviews with PAUD teachers, and questionnaires for parents or guardians of students. The research results show that technology, especially the use of gadgets, has a significant influence on the moral and religious values ​​of young children. Children who use technology excessively tend to have difficulty socializing, have apathetic behavior, and show signs of addiction. Challenges in teaching moral and religious values ​​​​include the difficulty of conveying abstract concepts to children who are still at the fundamental cognitive development stage. This research concludes that moral and religious education needs to be fostered from an early age to form quality character. Although technology can facilitate various activities, uncontrolled use can have a negative impact on children's moral and religious development. Therefore, parents, educators and other stakeholders need to do better to manage the use of technology and strengthen the education of moral and religious values ​​​​in early childhood.

Ryan Pramana; Cindy Melissa; Ivan Rivaldo; Wafiq Ariska; Ame Mahisa +1 more

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2024 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This research highlights the importance of collaboration between universities and schools in preparing student teachers to face modern educational trends through practical teaching experience in the field. The focus of the research is on the geography learning assessment process in three high schools in Medan (SMAN 1, SMAN 2, SMAN 3), including the creation of Learning Implementation Plans (RPP), evaluation, and the obstacles faced by teachers. The research method used is descriptive qualitative with observation, interviews and document analysis. The research results show that SMAN 1 Medan uses CBT-based formative and summative assessments, with some students facing health problems and a lack of gadgets. At SMAN 2 Medan, assessments integrate HOTS and digital applications such as Quizizz and Google Forms, but students experience impaired focus due to cellphone use in class. SMAN 3 Medan follows the 2013 Curriculum and Merdeka Curriculum guidelines in making lesson plans, with evaluation using digital tools and This research provides insight into the practices and challenges in assessing geography learning as well as suggestions for improving assessment methods and providing more comprehensive learning tools.  

Dias Amalia Haryanto; Moh. Amin Tohari

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Gadgets are one of the electronic items that have become special devices that must be owned by every social creature, because with gadgets, all problems or affairs can be solved more easily and quickly. Addiction is an activity or substance that is done repeatedly and can cause negative effects. This study aims to determine the role of parents in overcoming gadget addiction in early childhood. The theory used in this study is the theory of Kwon, 2013. This study uses a qualitative approach with a descriptive method. Data collection techniques use interviews, observations, and documentation. Analyze data by means of data reduction, data presentation, and summary. The results of this study show the role of parents in overcoming children addicted to gadgets in early childhood.

Dzikrian Muarif; Syahrul Ramdani; Zuriatri putri; Titin Sumarni

Jurnal Strategi Bisnis Teknologi 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The development of information technology, especially through gadgets, has changed the business landscape significantly, even among students. This study aims to investigate the role of gadgets in increasing the business effectiveness of students majoring in Sharia Economics at STAIN Bengkalis. Qualitative research methods were used to gain a deeper understanding of how gadgets influence student business practices. The research results show that gadgets make a major contribution to increasing student business effectiveness. By using gadgets, students can access real-time market information, facilitate communication with clients and business partners, and optimize time management and productivity. Apart from that, gadgets are also an important tool in developing business networks and promoting products or services. These findings highlight the importance of integrating technology in Sharia Economics education to prepare students to face business challenges and opportunities in the digital era.

Tri Wahyudi Ramdhan; Bustomi Arisandi; Muhammad Tohir; Mufaizin Mufaizin; Bahrul Ulum

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

With the open access to information in the era of the Industrial Revolution 4.0 and the rapid development of technology, teachers are no longer the main source of learning. This requires teachers to use technology in the learning process. With the presence of gadgets that they carry everyday, they can be utilised for learning activities. The purpose of this activity is to improve teacher competence in developing digital classroom design using the google classroom application. The methods used were lectures, questions and answers, discussions, group practices, guidance services, simulations and group presentations. The results obtained show that the fourth grade teachers of elementary school in Burneh District as training participants have skills in developing digital classroom design using google classroom applications from the beginning of the learning process to learning evaluation

Shafira Andani

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

Nowadays technology is developing increasingly rapidly, nowadays gadgets are not only used by adults, but also used by teenagers and children. Humans are very dependent on gadgets, the use of gadgets has become an important part of life. Gadgets can make it easier to access and reach anything. However, gadget addiction is very vulnerable to children. One of the initial factors causing this could be the child's parents, who are willing to give them a gadget just to make their child calm when they cry. This often happens in everyday life and this is the factor that makes children become dependent on gadgets. And another case that makes children dependent on gadgets is because of online games that children like, such as free fire, mobile legend and pubg games.    

Ali Mahdi, Azra; Utami, Nabila; Syahrani, Nur; Br. Ginting, Siti Salamah

Jurnal Hasil Kegiatan Bersama Masyarakat 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This research aims to examine community service activities in an effort to realize healthy and wise use of gadgets among children in Bandar Magodang Village, Bintang Bayu District. Stages include planning, education, training and mentoring children. The service team from the Mathematics Education Study Program, North Sumatra State Islamic University carried out outreach on 19-20 August 2023, involving 10 village children. The results include preparation, coordination with related parties, outreach materials, and implementation activities. The research also looked at the positive and negative impacts of gadget use on children's development, emphasizing the need to limit gadget use to maintain physical and mental health. Activity documentation is available for further reference.

Artha Meifanny Wiharjo

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

Parenting or parenting is a relationship between parents and children who are close and share effective parenting models. Technological advances in the era of globalization have greatly influenced the parenting process which is no longer limited to local culture. Various problems arise related to parenting and communication between parents and children. Interpersonal communication is communication carried out in two directions individually or in groups which elicits responses from both. This research aims to describe the application of digital parenting concepts by parents to children aged 2 -5 years in RT005/RW 007 Gunung Anyar Emas Housing Complex and determine the role of digital parenting in interpersonal communication between parents and children aged 2 -5 years. The method used is qualitative with a descriptive analysis approach. The subjects studied were parents and children aged 2-5 years, totaling 5 people who implemented digital parenting. The research results showed that the application of the digital parenting concept includes: 1) implementing rules and agreements in using gadgets; 2) guiding and accompanying children; 3) use child mode as parental control; 4) balance children's play time. In this way, interpersonal communication between parents and children develops as expected. This means that children's use of gadgets does not have a negative effect. This cannot be separated from the role of parents in caring for children digitally.

I Wayan Widi Karsana; Rai Riska Resty Wasita; Agus Donny Susanto; Nyoman Ngurah Adi Sanjaya; Bambang Hadi Kartiko +5 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

In the current digital era, gadget use has become an inseparable part of everyday life, including among children. However, excessive use of gadgets can have a significant impact on children's health. This service activity aims to provide education regarding the negative impact of gadget use on children's health. Excessive use of gadgets can cause mental health and physical health problems, including disturbances in body posture and vision problems due to exposure to blue light which can affect their growth and development. Results The pre-test carried out before the educational activity resulted in only 27.5% understanding the impact of using gadgets on health, while the test carried out after the education resulted in 77.5% understanding the impact of gadgets on health. This shows an increase in understanding of 50% after it was carried out. education regarding the impact of gadget use on children's health.

Siti Nur Kholifah; Sistya Pratiwi; Chanifudin Chanifudin

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This article aims to describe the problems of Islamic education relating to students and educators, as well as efforts to deal with them. Problems that challenge the implementation of Islamic education include moral degradation in students' Islamic character education as a result of the use of gadgets without intensive supervision, where efforts to address these educational problems require cooperation between students' parents and teachers to supervise students' use of gadgets. who are currently using it, where with more intensive supervision it is hoped that it can minimize the negative impact of the use of gadgets by students, especially on moral degradation in Islamic character education.

Nabila Putri Chania; Darmawati Darmawati

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to describe and reveal the Review of Tabuik Dance Choreography at Mustika Minang Art Studio in Pariaman City. This type of research is qualitative with descriptive methods. This research instrument is the researcher himself and is assisted by supporting instruments stationery, cameras and gadgets / smartphones. Data were collected through literature study, observation, interviews and documentation. The steps of analyzing data are collecting data, describing the data and inferring the data. The results showed that this Tabuik dance has 3 parts, namely the beginning as the opening of the dance, the middle, and the end as the climax. In this Tabuik dance there are elements of dance composition consisting of; motion, floor design, group composition, top design, dancers, music design, costumes and makeup as well as props. The movements worked on by the choreographer were taken from the traditional procession carried out at the time of making Tabuik itself. This dance work also looks very interesting with floor patterns and diverse group compositions so that the audience does not get bored in watching the performance and dancers who master strong movements and movements. The costumes used in the Tabuik dance are simple costumes. This Tabuik dance raised the theme of the Hoyak Tabuik procession in Pariaman City.The music that accompanies the dancer's movements uses a fast tempo to the end of the dance with dang singing. The property used in Tabuik dance is the miniature Tabuik itself.

Najwa Rahmi; Khadijah Khadijah; Yola Adela Sindy; Rama Yuspika

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

He increasing development of technology and information means that everyone can never leave the hands of this Smartphone. Because, this gadget is very useful as a means or medium for exchanging information. Apart from just exchanging information, smartphones are used as a medium for seeking knowledge. However, many young children abuse the use of smartphones without parental supervision, which ultimately has negative impacts, one of which can endanger children's motor skills and endanger children's activities and lives. This research aims to find out how mobile phones influence the social emotional development of early childhood. In this research the author also uses qualitative methods with a literature approach. The results of the research show that the influence of these gadgets is very influential on children's emotional development because this includes mental disturbances, emotional instability. So, children's use of smartphones should be accompanied by strict supervision by parents.

Muhamad Haykal Muttaqin; Adam Andreansyah; Reza Mauldy Raharja

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The alpha generation is the children that the millenial generation has left behind. This article was written by Mark Mc Crindle and published in the Business Insider magazine (Christina Sterbenz, 2015). The Alpha Generation (2011–2025) is the most advanced generation in terms of digital technology and the least advanced generation in comparison to the previous generation. Every day, almost 2.5 million children of the Alpha Generation are born into the world. The generation most familiar with the internet over the long term is Gen A. Mc Crindler also asserts that the Alpha generation is not averse to technology, somewhat socially adept, somewhat creative, and somewhat independent. Alpha generators require quick and somewhat chaotic processes. By enticing them with a technology, they become socially alienated. This article aims to understand the challenges faced by the Alpha Generation in the Industrial Revolution. For many people, literacy is a familiar language. Literasi is a concept with a complex, dynamic, and ever-changing definition that is defined by several methods with extreme caution. According Keywords: Literacy, Technology, Development, and Generation Alpha. to an online Merriam-Webster dictionary, the words "literature" and "letter" come from the Latin and English languages, respectively. Literasi is quality, or the ability to read and write with huruf/aksara that is included in the text. Technology is described as a concept that has to do with the type of application and knowledge about how it might improve human ability to identify and modify objects that are around. At this point in time, technological advancement is experiencing relatively slow advancement. The idea of technological advancement is to advance technology from one era to the next, making it more advanced or better. The ability of the Alpha generation to communicate (read, write, study, and sketch) has somewhat declined as a result of the rapid advancement of technology. Many Alpha children nowadays are highly dependent on their gadgets (games, YouTube videos, and other apps). However, due to technological developments, alpha generation children are lagging behind in literature, which is why they are interested in reading at an age when they should be able to read and understand the content of what they read.  

Budi Santoso; Dita Hendriani

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This research is motivated by the rapid development of technology in the current era of digitalization, one of which is a gadget that is very common in use in Krandegan Village, Gandusari District, Trenggalek Regency, especially by teenagers who almost always carry their gadgets anywhere. The objectives of this study are 1) Knowing how the social behavior of teenagers due to the use of gadgets in Krandegan Village, Gandusari District, Trenggalek Regency, 2) Knowing how the impact of gadget use on teenagers in Krandegan Village, Gandusari District, Trenggalek Regency. This research uses a descriptive qualitative approach. The data collection techniques used were observation, interview, and documentation. Observation is used to observe the use of gadgets by teenagers in Krandegan Village, Gandusari District, Trenggalek Regency, interviews and documentation are used to dig up information about the problem under study. The results showed that: the use of gadgets in the current era is unavoidable and users must be more able to control their use. However, a technology will always have an impact on its users, both positive and negative impacts. Likewise for teenagers where the use of gadgets has an impact on the social behavior they show everyday, there are several changes in social behavior that appear such as reduced intensity of direct interaction with the environment, too fixated on gadgets when interacting directly with the community, being more closed, the emergence of laziness so that they often forget time, procrastinate work, the level of teenage participation in social activities also decreases.The use of gadgets also has several positive impacts and negative impacts on teenagers such as facilitating communication, accelerating the dissemination of information, as a means of entertainment, facilitating the learning and learning process, expanding the network of friends, making it easier to find work, making it easier for teenagers to shop with e-commerce. While the negative impact is that the intensity of direct interaction is reduced, too fixated with their gadgets, making teenagers more closed, teenagers often procrastinate work and neglect their obligations and responsibilities in the real world, making teenagers lazy in learning, decreasing their sense of concern and empathy for the surrounding environment, reducing the level of youth participation in social activities, the spread of hoax news is increasing, impacting on health and patterns, affecting the family economy and vulnerable to fraud.

Suarman Zai; Suardin Zai; Elieser R Marampa; Marthen Mau

International Journal of Christian Education and Philosophical Inquiry 2024 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This article aims to contribute ideas in preventing phubbing behavior in young children who are addicted to gadgets and to place an active, interactive-based approach in order to help children develop social skills well in their social environment. The method used is descriptive analysis with a systematic literature review approach. The findings of this research show that the internet or digital world which is easily accessed by young children via gadgets opens up space for ignoring the person they are talking to when communicating, which is also known as phubbing which is caused by irregular use of gadgets. Additionally, children who grow up in environments where excessive gadget use is allowed or even encouraged by parents tend to experience problems with social skills, including the ability to give others their full attention without being distracted by gadgets. Therefore, parents must pay full attention to this problem through holistic assistance to prevent bad things from happening in the future.

Febe Andiyani Putri; Refni Fajar Wati Zega

Jurnal Teologi Injili dan Pendidikan Agama 2024 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

The alpha generation already exists in the scope of life now and can be found throughout the world, the focus of discussion now is the concern for the mental well-being of the alpha generation who have been born and grown in the world of technological advances. This research was conducted to find solutions in improving the mental health of alpha generation children, namely the main focus on early childhood with the method of the traditional game engklek. Researchers used a descriptive qualitative method with a literature study approach, namely collecting data and information through books, the internet, and science journals. By playing traditional games, alpha generation early childhood children have other activities or activities that can be done besides playing gadgets, so that cricket games have a role in improving children's mental health and physical health. With the results of this study, it is hoped that schools and parents will pay more attention to children's mental health and provide other solutions to overcome alpha generation children who play gadgets more often, namely by reviving traditional games.