The rapid development of COVID-19 cases in Indonesia, as well as the spread of COVID-19 which has almost reached all provinces in Indonesia with the number of cases and the number of deaths increasing, has put Indonesia in a public health emergency. The high number of cases of death in Indonesia with CFR (5.0%) is very disturbing and worrisome for the community. Our review focuses on the epidemiology of the spread of COVID-19 in Indonesia as well as changes in people's attitudes and behavior during the COVID-19 pandemic. Indonesia is also infected by this virus. COVID-19 in Indonesia first reported two cases on March 2, 2020. On March 11, 2020, for the first time an Indonesian citizen died from Covid-19. East Java Province is the province with the most positive cases found. Because a vaccine that can dispel COVID-19 has not been found, in the end the Stay At Home movement is the most appropriate alternative to reduce the chance of contracting COVID-19 while maintaining cleanliness such as providing disinfectants, using masks, washing hands, exercising physical distance, avoiding crowds and so on. -Other etc. As a result, all activities are hampered, be it in the fields of economy, tourism, and others. Of course, many losses have been caused. However, seen from the obstacles that have occurred, there have been some significant changes that have occurred, especially in the attitude of the community so that they can continue their activities until these attitudes have turned into new habits. What is most visible from changes in community behavior is the discipline of people wearing masks, maintaining physical distance, and always maintaining hand hygiene. In essence, many innovative behaviors suddenly emerged during the COVID-19 outbreak.
Tujuan dari penelitian ini adalah untuk memeriksa apakah neurotisisme, kelebihan informasi, invasion of life, dan kecemasan memengaruhi social media fatigue pada mahasiswa yang belajar di rumah karena pandemi COVID-19. Partisipan penelitian ini berjumlah 639 orang mahasiswa dari kawasan Jabodetabek dan beberapa kota lain yang aktif menggunakan media sosial sebagai sarana belajar di rumah dan juga mencari dan menerima berbagai informasi. Teknik analisis utama yang digunakan adalah regresi hierarkis. Hasil penelitian memperlihatkan bahwa secara bertahap masing-masing variabel seperti neurotisisme, kelebihan informasi, invasion of life dan kecemasan memiliki pengaruh terhadap terjadinya social media fatigue pada mahasiswa. Namun demikian pada tahap terakhir ketika kecemasan dipertimbangkan dalam perhitungan maka neurotisisme menjadi tidak berpengaruh. Hasil penelitian ini juga menunjukkan besarnya pengaruh kelebihan informasi terhadap social media fatigue dan lebih rentannya kelompok mahasiswa pria untuk mengalami social media fatigue saat belajar di rumah selama pandemi COVID-19.
AbstrakTujuan penelitian ini adalah untuk memeriksa pemenuhan kebutuhan apa yang memengaruhi kelekatan dan adiksi media sosial pada remaja. Partisipan penelitian ini berjumlah 384 orang remaja dari kawasan Jabodetabek dan beberapa kota lain sebagai pengguna Instagram dan WhatsApp. Teknik analisis utama yang digunakan adalah analisis jalur dengan SEM. Hasil penelitian memperlihatkan bahwa kedua model yang dibangun untuk penggunaan Instagram dan WhatsApp ternyata fit atau sesuai dengan data empirik. Artinya, beberapa jenis pemenuhan kebutuhan dan kelekatan dengan media sosial memengaruhi adiksi media sosial pada remaja. Pada penggunaan Instagram, ada dua kebutuhan yang berperan signifikan terhadap adiksi media sosial remaja melalui kelekatan media sosial, yaitu kebutuhan untuk membangun relasi sosial yang hangat, dan memperoleh kesenangan. Adapun pada penggunaan Whatsapp, ada empat kebutuhan yang berperan signifikan terhadap adiksi media sosial remaja melalui kelekatan media sosial, yaitu kebutuhan untuk mampu melakukan banyak hal, membangun relasi sosial yang hangat, memperoleh kesenangan, serta merasa aman dan mampu mengendalikan situasi Kata kunci: need fulfillment, social media engagement, adiksi media sosial, remaja AbstractThe purpose of this study is to examine how need fulfillment affects social media addiction in adolescence. The participants of this study is 384 teenagers from the Greater Jakarta area and several other cities as Instagram and WhatsApp users. The main analysis technique used is using path analysis with SEM. The results of the study show that both models were built for Instagram and WhatsApp were fit or in accordance with empirical data. Several types of fulfillment of need and attachments to social media were able to explain social media use in adolescents. That is, some types of need fulfillment and social media engagement can explain social media addiction in adolescents. In the use of Instagram, there were two needs that play significant role in adolescent social media addiction through social media engagement: relatedness and pleasure. As for Whatsapp use, there were four needs that play significant role in adolescent social media addiction through social media engagement: competence, relatedness, pleasure, and safety.
<p>Faculty of Medicine UGM has implemented Problem Based Learning (PBL) since 1985. Seven jump tutorial discussions are applied. A scenario is used as a trigger to stimulate students to identify learning objectives (LOs) in step five which are used as the basis for self study in step six. For each scenario, the Block Team formulates the LOs which are informed to tutors. Tutors have to facilitate the discussion that the correct LOs are identified. This study checked the allignment of LOs formulated by the Faculty and LOs by the students. Cardiorespiratory system block is used. A content analysis is applied for this purpose. Sixteen discussion notes (DNs) written by 16 groups from one scenarios were analysed. The LOs from the tutor book and DNs were coded separately. There were eight Faculty LOs for scenario Blood Donation. None DNs were mentioned correctly. Many DNs mentioned LOs which are not in the prescribed LOs. It was clear that 16 groups of student failed to identify LOs correctly. This might affect their performance in their block exams, and also their preparedness for the subsequent blocks as they lack relevant prior knowledge.</p>
This study aims to describe the level of understanding of PAUD teachers or PAUD educators about loose parts games. The research method used is qualitative, using the method of direct interviews with early childhood teachers in Bukit Harapan Village, Pinang Raya District, North Bengkulu Regency. The sample used is 3 teachers who teach in one of the PAUD schools. From the results of the interview, it was found that the teacher did not understand the loose parts game. And schools have not applied STEAM-based learning by using learning media in the form of loose parts. So that to overcome the lagging behind modern learning, the teachers at these schools will try to find information about STEAM-based learning so that they can keep up with the times and children's creativity can also be maximized.
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