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Hasil Pencarian

Ditemukan 17 dokumen yang sesuai dengan query
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Buckley, Lillian A.
New York: Citation Press, 1975
372.6 BUC p
Buku Teks  Universitas Indonesia Library
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Arbianingsih
"Diare merupakan penyebab kematian terbanyak kedua pada balita di Negara berkembang. Penyebab diare adalah buruknya perilaku hidup sehat masyarakat. Diperlukan inovasi untuk meningkatkan perilaku sehat khususnya anak prasekolah. Penanaman konsep perilaku yang baik pada periode ini akan menghasilkan perilaku yang baik di kemudian hari. Penelitian ini bertujuan untuk memperoleh game edukasi yang efektif meningkatkan perilaku sehat cegah diare pada anak usia prasekolah. Penelitian ini menggunakan desain penelitian dan pengembangan yang melibatkan 120 anak prasekolah yang kemudian dibagi secara acak random allocation menjadi 60 anak pada kelompok intervensi dan kontrol. Kelompok intervensi diberikan permainan selama 25 menit, dua kali seminggu, selama lima minggu berturut-turut. Pengumpulan data menggunakan kuesioner dan lembar observasi pada minggu pertama, ke-6, ke-8 dan ke-10. Data dianalisis dengan uji General linier model repeated measured. Hasil penelitian menemukan bahwa aplikasi permainan berbasis android cegah diare Arbicare efektif dalam meningkatkan pengetahuan p.

Diarrhea is the second cause of death in children under five in developing countries. The causes of diarrhea are the lack of people healthy behavior. Innovation is needed to improve healthy behavior especially in preschoolers. Good concept during this period will form a good behavior in the future. This study aimed to obtain educational game that effectively increases healthy behavior to prevent diarrhea in children of preschool age. This study used research and development design involving 120 preschool children who were divided randomly to 60 children in the intervention and control groups. The intervention group received the educational game for 25 minutes, twice a week, for five consecutive weeks. Data were collected with questionnaires and observation sheet in the first, sixth, eight and tenth week. Data were analyzed by general linear model of repeated measured. Research showed that android based game application of diarrhea prevention Arbicare were effective to improve knowledge p."
Depok: Universitas Indonesia, 2016
D1701
UI - Disertasi Membership  Universitas Indonesia Library
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Rinvolucri, Mario
Cambridge, UK: Cambridge University Press, 2006
428.007 RIN m
Buku Teks  Universitas Indonesia Library
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Sugar, Steve
"Eleven classroom-tested games that can be mixed, matched, and modified for any training objective.
Facilitate and evaluate your learning game play with the right combination of paper exercises, card games, board games, and unconventional activities that require a variety of unique props. Training Games provides a convenient game-use matrix to help you select the best games for your objectives."
Alexandria, Virginia: American Society for Training & Development, 2006
e20441282
eBooks  Universitas Indonesia Library
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Thiagarajan, Sivasailam
"Create 30, learner-centered games in five key training areas: performance, communication, teamwork, leadership, and diversity.
With a single deck of cards, a timer, and a user's guide, you can mix and match games to create a unique, fun, and customized learning experience. Participants are encouraged to be creative while they learn with open-ended questions and unpredictable tasks. Watch as excitement and motivation for training skyrocket as learners scramble to complete their cards."
Alexandria, Virginia: American Society for Training & Development, 2007
e20441341
eBooks  Universitas Indonesia Library
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Dede Fatimah
"Indonesia memiliki kurang lebih 85 juta anak, atau sama dengan sepertiga dari populasi nasional. Masa anak-anak merupakan masa keemasan, jendela kesempatan, dan masa kritis bagi perkembangan otak, khususnya pada usia anak balita. Namun, orangtua seringkali beranggapan bahwa perkembangan anak merupakan sesuatu hal yang biasa dan tidak memerlukan perhatian khusus, sehingga menyebabkan perkembangan anak menjadi tidak optimal. Karya tulis ini bertujuan untuk menggambarkan hasil asuhan keperawatan pada usia anak balita dengan intervensi unggulan permainan edukatif. Metode penelitian yang digunakan yaitu praktik lapangan. Hasil yang didapatkan adalah terjadinya peningkatan tahap perkembangan anak yang dibuktikan melalui perolehan poin KPSP anak dari kategori menyimpang menjadi normal. Karya tulis ini merekomendasikan permainan edukatif sebagai salah satu cara untuk menstimulasi tahap perkembangan anak sehingga dapat berkembang secara optimal.

Indonesia has approximately 85 million children, or equal to one third of the national population. Childhood is a golden age, window of opportunity, and critical period for brain development, especially at the age of children under five. However, parents often assume that child development is something normal and does not require special attention, so that childrens development is not optimal. This paper aims to describe the results of nursing care at the age of children under five with superior intervention educational games. The research method used is field practice. The results obtained were an increase in the stage of child development as evidenced by the acquisition of KPSP points for children from deviant categories to normal. This paper recommends educational games as a way to stimulate the stage of child development so that they can develop optimally.
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Depok: Fakultas Ilmu Keperawatan Universitas Indonesia, 2019
PR-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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"This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.
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Berlin: Springer-Verlag, 2012
e20407872
eBooks  Universitas Indonesia Library
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"This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health."
Berlin: Springer-Verlag, 2012
e20409975
eBooks  Universitas Indonesia Library
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"Discover the learning value of games, exercises, and puzzles. Revised edition."
Alexandria, VA: [American Society for Training and Development Press;American Society for Training and Development Press;American Society for Training and Development Press, American Society for Training and Development Press], 2005
e20435722
eBooks  Universitas Indonesia Library
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Sugar, Steve
"Games are one of the most effective ways for learners to acquire and retain information. This issue presents five fully adaptable learning games selected to fill a specific function in a training plan. Each game is presented in terms of its learning objective, features and mode of play. A step-by-step job aid is included to assist you in adapting the material presented for your own needs."
Alexandria, VA: [American Society for Training and Development Press, American Society for Training and Development Press], 2000
e20429048
eBooks  Universitas Indonesia Library
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