Abstrak-- Adversity Quotient (AQ) dapat berperan dalam memberikan gambaran kepada individual berkaitan dengan seberapa jauh individual mampu bertahan menghadapi kesulitan dan mampu untuk mengatasinya. AQ merupakan salah satu faktor yang dapat dipakai untuk mendukung kesuksesan, selain IQ yang tinggi atau EQ yang bagus. Sistem pendukung keputusan sebagai sebuah sistem berbasis komputer yang membantu dalam proses pengembilan keputusan. Pada penelitian ini diusulkan suatu pendekatan dalam menghitung nilai antara pendidikan, usia & nilai tes KMM dengan metode fuzzy tsukamoto. Hasil pengujian berdasarkan perhitungan didapat bahwa seseorang yang memiliki pendidikan rendah dan usia sedang maka kemampuan mengatasi masalahnya rendah, sedangkan pendidikan sedang dan usia tinggi maka kemampuan mengatasi masalahnya sedang, dan pendidikan tinggi dan usia tinggi maka kemampuan mengatasi masalahnya tinggi. Metode penelitian menggunakan kerangka pemikiran terkait langkah-langkah yang diterapkan dalam penelitian.
Adversity Quotient (AQ) dapat berperan dalam memberikan gambaran kepada individual berkaitan dengan seberapa jauh individual mampu bertahan menghadapi kesulitan dan mampu untuk mengatasinya. AQ merupakan salah satu faktor yang dapat dipakai untuk mendukung kesuksesan, selain IQ yang tinggi atau EQ yang bagus. Sistem pendukung keputusan sebagai sebuah sistem berbasis komputer yang membantu dalam proses pengembilan keputusan. Pada penelitian ini diusulkan suatu pendekatan dalam menghitung nilai antara jumlah nilai tes AQ dengan pendidikan yang telah ditempuh dengan metode fuzzy tsukamoto. Hasil pengujian didapat bahwa seseorang yang memiliki pendidikan rendah maka kemampuan mengatasi masalahnya sedang, sedangkan pendidikan sedang maka kemampuan mengatasi masalahnya sedang, dan pendidikan tinggi maka kemampuan mengatasi masalahnya tinggi. Metode sampel yang digunakan adalah judgment sampling yaitu sampel yang dipilih atau diterapkan berdasarkan kesesuaiannya dengan tujuan penelitian.
Introduction: The transition from childhood to adolescence or puberty is a time when hormonal development can affect the physical and psychological development of an early adolescence. The change can be a traumatic experience, if there is no early preparation. Knowledge is very necessary and can be a major factor in shaping one's actions or behavior, because at this time the importance of knowledge about adolescent physical changes, because at this time there is a lot of pressure with physical, biological changes and pressure on environmental changes, while elementary school children are still rarely exposed to reproductive health knowledge. The purpose of this study was to analyze the relationship between reproductive health knowledge and behavior in elementary school children. The method used is observational analytics with a sample number of 75 musing total sampling smapling techniques, analysis tests used using chi squere. The results showed that the low knowledge of respondents with poor reproductive health behavior was around 26.7%. High knowledge of respondents with good reproductive health behavior is around 21.3%. Poor reproductive health behavior with low knowledge is 18.7%, while for good reproductive health behavior with good knowledge is around 33.3%. The results of the chi-square test obtained a value of p = 0.001, it can be interpreted that H0 is rejected and Ha is accepted, there is a relationship between knowledge and reproductive health behavior in children of SD Blabak 1. Conclusion: There is a relationship between knowledge and reproductive behavior in elementary school children 1 Blabak Kediri.
Education is a process of changing knowledge, increasing, skills, improving attitudes and behavior of humans or groups that are trying to educate the life of the nation and humans by carrying out learning and teaching process activities as well as guidance on training learning. Among the developments in science and technology (science technology), technology applications to websites are now widely available and can facilitate the student learning process in an interactive and active way, with the application of this technology it provides opportunities for students to review information and be able to practice knowledge, as well as student skills in the learning process by enjoying the game.
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