<p>Perilaku kekerasan dan perasaan ketakutan serta stigma dan proses stigmatisasi terkait orang dengan gangguan jiwa (ODGJ) banyak dilaporkan. Penelitian ini bertujuan memahami dampak stigma dan proses stigmatisasi terhadap perilaku kekerasan oleh ODGJ dan perilaku kekerasan terhadap ODGJ dan untuk mengetahui ketakutan yang dirasakan oleh ODG serta ketakutan orang lain terhadap ODGJ. Penelitian menggunakan metode Charmaz Constructivist Grounded Theory (CCGT) dengan 30 pasien dan perawat yang bekerja di RS. Marzoeki Mahdi Bogor sebagai partisipan. Metode pengumpulan data dilakukan dengan wawancara semi-terstruktur, dokumen review, memo dan catatan lapangan dan dianalisis dengan Paille grounded theory analisis. Penelitian ini menghasilkan dua tema utama: 1) perilaku kekerasan dan 2) perasaan ketakutan; serta sembilan sub-kategori. Hasil penelitian menunjukkan bahwa perilaku kekerasan dilakukan oleh pasien termasuk terhadap diri sendiri, keluarga, masyarakat, dan tenaga kesehatan. Kekerasan juga dialami oleh penderita dari orang lain. Akibat stigmatisasi, ketakutan dirasakan oleh penderita dan orang lain tehadap penderita. Dampak stigmatisasi dimanifestasikan dengan perilaku kekerasan dan ketakutan yang dialami oleh penderita sendiri, keluarga, dan masyarakat. </p>
The development of electronic media, especially gadgets that are increasingly sophisticated in recent years such as the use of the internet, playing games online or offline is a popular activity in teenagers. Generally teenagers make several reasons to use the internet or play games as entertainment, reduce emotions, escape from reality, seek challenges and happiness. This study was to determine the relationship between internet gaming addiction and body mass index in adolescents aged 12-15 years of junior high school at kramat jati district, east jakarta,2018. This research is a further analysis of previous study conducted two weeks in July 2018. Sample were 315 adolescent aged 12-15 years old in KramatJati, East Jakarta were include in this study. Internet Gaming Disorder Scale-Short Form (IGDS9-SF) were used to measure internet gaming addiction and measurement of Body Mass Index. From the result of research, adolescent with low internet gaming addiction 177 students (70.8%) and normal body mass index 126 students (50.4%), with the results of the correlation r = -0.036 and p = 0.566. The results of internet gaming addiction with body mass index in adolescent has a weak relationship, and inversely proportional.
The excessive use of online gaming before sleep in adolescents could be a risk factor of sleep disorders such as insomnia. This study aimed to assess the association between playing online games before sleep and insomnia based on gender perspective among middle school students in Indonesia. This was a retrospective study and the data came from a cross-sectional survey that included 315 of Grade 8 and 9 students from four middle schools in Jakarta, Indonesia. Self-reported data were collected via a structured questionnaire, which consisted of demographic variables, sleep duration per day, frequency of playing online games before sleep and the Insomnia Severity Index (ISI). Insomnia status was classified into “none or mild” and “moderate to severe” according to ISI score. The proportions of male and female students who often or always played online games before sleep were 50.3% and 21.7%, respectively. Grade 9 students were more likely to have moderate to severe insomnia than Grade 8 students for males (odds ratio—OR = 4.34, p = 0.005) but not for females (OR = 0.69, p = 0.363). However, female students who often or always played online games before sleep were more likely to have moderate to severe insomnia (OR = 4.60, p = 0.001); such an association was relatively smaller for male students (OR = 3.09, p = 0.061). Gender differences should be taken into account when developing health education or interventions.
A study on the effect of abaticidal ovitrap on Aedes aegypti egg findings was carried out in Cipinang Muara, East Jakarta from October 1997 until January 1998. Twenty five houses were designed as treatment objects. Ovitrap were sit indoor and outdoor in each house. Seventy five houses were used as buffer. People in this area were trained on how to set up and to manage their ovitrap. Control area in the same "Rukun Warga (RW)" was selected and treated with the same way. The result has shown that egg number from the treated area has significantly reduced and less than the egg number in the control area. The mean the number of eggs found in the first year was 20.8 eggs, while in the second year was 38.8 eggs. The average ovitrap index (01) in the first year was 38.8 'Yo, while in the second year was 49.4 %. Abate did not affect the activity of oviposition and the number oflaid eggs.
In 2020, the number of old population in Indonesia will be 28.8 million that will make Indonesia ranked ten in the world to have elderly population. The WHO shows that around 30% of elderly older than 65 falls annually, and between 20% and 30% suffers from injury and increased risk of early death. In Indonesia there is no data on the prevalence and incidence of fall among the elderly, neither its association with cognitive and attention. This study is aimed at analyzing the difference of fall history among elderly due to cognitive and attention factors in two Elderly Homes in West Jakarta city. Descriptive analysis was done. Two instruments of cognitive assessment was used, i.e., MMSE and MoCa. The analysis is aimed at testing the possible association between cognitive and attention and the history of fall among the elderly. Chi-square test was used to see the association. Results of study showed the mean (95% CI) of the following variables:
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