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Abdul Manan; Dery Rimasa; Hikmat Kodrat

Jurnal Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

The sport of fencing is centered on skill tactics like cutting, stabbing, or using hand agility to parry an opponent's sword. In fencing, athletes must have strong reflexes and focus in order to both attack and evade attacks from opponents. An LED lamp, a buzzer, and an ultrasonic sensor were used in the tool's design. When the athlete runs toward the sensor—which is identified by a buzzer that sounds and an LED that illuminates—the gadget functions as follows: the athlete waves his hand at the sensor. The distance between the instruments is positioned according to the athlete's needs and skill level. The website that has been developed will show the ultrasonic sensor's detecting findings. The website's architecture allows for multiple tool function configurations, including training mode, tool delay, tool duration, tool detection distance, and indicators of the number of connected sensors. When the tool's durability was tested against distance, it was found to be able to establish a connection between the client and server up to 20 meters away with an average connected time of 27.39. The tool's delay test yields an average of 14.57 seconds. an average of 0.078 when the tool's point inaccuracy is tested.

Eireine Maria Pandoh

International Journal of Health and Medicine 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Many teenagers now spend most of their time playing gadgets. The teenagers can spend all day playing gadgets. The teenagers can spend all day playing gadgets. Using for a long time causes them to take about 60 minutes longer to fall asleep than usual, resulting in them experiencing insomnia. The purpose of this study is to determine the relationship between the duration of gadget use and the incidence of insomnia in adolescents at Betzata ABD Leilem Junior High School. Sampling in this study with the Slovin formula, as many as 62 respondents. Data collection using questionnaires via google forms. The data analysis in this study was univariate and bivariate analysis (Chi square test) measuring the relationship between each variable with a valeα= 0.05. The results of the study were obtained, there was a relationship between the duration of gadget use and the incidence of insomnia with a value = 0.06 (value < 0.05). The conclusion in this study is that there is a relationship between the duration of gadget use and the incidence of insomnia in adolescents at Betzata ABD Leilem Junior High School.

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

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Astigmatism is a refractive disorder caused by uneven curvature of the cornea or lens, causing light not to focus on the retina. This study aims to measure the prevalence of astigmatism among students at Ma Chung University and identify the relationship between the duration and position of gadget use with astigmatism. The study method used a cross-sectional design involving 125 students aged 17–24 years. Data were collected through questionnaires and eye examinations using a Snellen chart and keratometer. The results showed that 38.4% of students had astigmatism. Most students (96.8%) used gadgets for more than 2 hours a day, and 91.2% used gadgets in a lying position. Using gadgets in this position and for long durations increases the risk of astigmatism. The conclusion of this study is that astigmatism is a significant problem among students. Implementation of the 20-20-20 rule and increasing outdoor activities are recommended for prevention. Routine eye examinations are also needed so that disorders can be detected and treated early.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Astigmatism is a refractive disorder caused by uneven curvature of the cornea or lens, causing light not to focus on the retina. This study aims to measure the prevalence of astigmatism among students at Ma Chung University and identify the relationship between the duration and position of gadget use with astigmatism. The study method used a cross-sectional design involving 125 students aged 17–24 years. Data were collected through questionnaires and eye examinations using a Snellen chart and keratometer. The results showed that 38.4% of students had astigmatism. Most students (96.8%) used gadgets for more than 2 hours a day, and 91.2% used gadgets in a lying position. Using gadgets in this position and for long durations increases the risk of astigmatism. The conclusion of this study is that astigmatism is a significant problem among students. Implementation of the 20-20-20 rule and increasing outdoor activities are recommended for prevention. Routine eye examinations are also needed so that disorders can be detected and treated early.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Hypermetropia is a refractive disorder that affects the eye's focus on close objects and can affect academic activities. This study involved 125 students from Ma Chung University Malang, aged 17–24 years, to determine the prevalence of hypermetropia and explore factors that affect their visual health. Data collection was carried out through visual acuity examination using the Snellen chart and questionnaires related to visual habits and duration of gadget use. The results showed that 3.2% of respondents had hypermetropia. Most students (96.8%) used gadgets for more than two hours per day, with 91.2% of them doing so in a lying position, which can increase the risk of eye strain. In addition, symptoms such as blurred vision (58.4%) and eye fatigue (38.4%) were frequently reported. Other risk factors, such as lack of outdoor activities, also contributed to the decline in eye health. Education about healthy visual habits, such as the application of the 20-20-20 rule and regular eye examinations, is essential to prevent worsening of the condition. The results of this study are expected to be a basis for universities in increasing student awareness of the importance of maintaining eye health in the digital era.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

Hypermetropia is a refractive disorder that affects the eye's focus on close objects and can affect academic activities. This study involved 125 students from Ma Chung University Malang, aged 17–24 years, to determine the prevalence of hypermetropia and explore factors that affect their visual health. Data collection was carried out through visual acuity examination using the Snellen chart and questionnaires related to visual habits and duration of gadget use. The results showed that 3.2% of respondents had hypermetropia. Most students (96.8%) used gadgets for more than two hours per day, with 91.2% of them doing so in a lying position, which can increase the risk of eye strain. In addition, symptoms such as blurred vision (58.4%) and eye fatigue (38.4%) were frequently reported. Other risk factors, such as lack of outdoor activities, also contributed to the decline in eye health. Education about healthy visual habits, such as the application of the 20-20-20 rule and regular eye examinations, is essential to prevent worsening of the condition. The results of this study are expected to be a basis for universities in increasing student awareness of the importance of maintaining eye health in the digital era.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

The prevalence of myopia is increasing, especially among students, along with the increasing use of gadgets. This study aims to measure the prevalence of myopia and identify the relationship between the duration of gadget use and the incidence of myopia among students of Ma Chung University Malang in July 2023. This study design uses a quantitative approach with a cross-sectional method, involving 125 students aged 17–24 years who were selected using convenience sampling techniques. The research instruments were questionnaires and direct eye examinations. Data analysis used a simple linear regression test to see the relationship between independent and dependent variables. The results showed that 96.8% of respondents used gadgets for more than 2 hours per day and 58.4% of them experienced symptoms of myopia. Factors such as visual habits and outdoor activities moderate the relationship between the duration of gadget use and the incidence of myopia. This study confirms that unhealthy gadget usage habits increase the risk of myopia. Education is needed regarding good visual habits and increased activity.

Hendra Yuda; Joko Irawan; Kukuh Mujiono

JURNAL ILMIAH KESEHATAN MASYARAKAT DAN SOSIAL 2024 CV. ALIM'SPUBLISHING

The prevalence of myopia is increasing, especially among students, along with the increasing use of gadgets. This study aims to measure the prevalence of myopia and identify the relationship between the duration of gadget use and the incidence of myopia among students of Ma Chung University Malang in July 2023. This study design uses a quantitative approach with a cross-sectional method, involving 125 students aged 17–24 years who were selected using convenience sampling techniques. The research instruments were questionnaires and direct eye examinations. Data analysis used a simple linear regression test to see the relationship between independent and dependent variables. The results showed that 96.8% of respondents used gadgets for more than 2 hours per day and 58.4% of them experienced symptoms of myopia. Factors such as visual habits and outdoor activities moderate the relationship between the duration of gadget use and the incidence of myopia. This study confirms that unhealthy gadget usage habits increase the risk of myopia. Education is needed regarding good visual habits and increased activity.

Asrianti Asrianti; Hariati Lestari; Fifi Nirmala G

Jurnal ilmu Kesehatan Umum 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Humans are social creatures, they will always have social contact and communication. Gadgets are one of the most advanced communication tools available today. The use of gadgets by Indonesian youth has been increasing every year, reaching 38% in 2011, 72% in 2015, and again increasing 80% in 2015. Children use gadgets to play at least once a week, and some use them several times a week. As they get older and enter puberty, they use gadgets more frequently. Children aged between 10 and 14 years old will use their gadgets more often each week-from 8 to 15 hours. The method in this study is quantitative with observational correlation with a cross sectional approach. The population in this study were 86 students of TK Negeri Pembina Ranomeeto. The sample in this study were 70 students. The sampling technique in this study was using random sampling technique with data collection method using questionnaire. The findings of this investigation show that there is a relationship between parenting (0.018) and parental supervision (0.036) with gadget addiction in early childhood, and there is no relationship between the duration of gadget use (0.108) with gadget addiction in early childhood at TK Negeri Pembina Ranomeeto Year 2023. Children can easily get addicted to gadgets because they are still too young to make decisions.