Konfigurasi dan signifikansi dari seluruh indikator pengukuran dalam Indeks Pembangunan Pemuda (IPP) dengan trajektori pencapaian tahun 2018 di Kabupaten Cianjur yang dikualifikasikan dalam performa rendah, tidak akan dapat menunjang perkembangan generasi muda menjadi pribadi dewasa yang mandiri, penuh potensi dan bertanggung jawab sebagai bagian dari masyarakat. Tujuan terdalam konstruksi kebijakan kepemudaan untuk menempatkan kalangan muda dalam takhta tertinggi sebagai atraktor yang menjadi region magnetik akselerasi perubahan dalam realitas bermasyarakat masih merupakan fiksi kebijakan yang belum tercapai. Penelitian ini mempergunakan pendekatan kombinasi melalui metode survei, studi implementasi dan studi evaluasi kebijakan dengan bertumpu pada pendekatan behavioralisme dan neo-institusionalisme. Bahwa hasil penelitian ini menunjukan bahwa: (1) Sekalipun penyelidikan terkait persepsi sebagai orientasi nilai dalam taraf signifikansi tertentu merepresentasikan distorsi, namun pemuda Kabupaten Cianjur tidak pernah terlibat langsung dalam inklusivitas jaringan kebijakan kepemudaan yang secara diametrik ambivalen dengan persepsi konstruktif terhadap pelayanan kepemudaan yang wajib secara prosedur dilaksanakan Disparpora, DPD KNPI, Karang Taruna dan Gerakan Pramuka termasuk terhadap pembangunan pemuda berbasis pendekatan Organisasi 4-H. (2) Trajektori implementasi dari implementor kebijakan terkait masih terbatas pada skema dengan taraf signifikansi prakonsep yang belum otonom dan monoton, sehingga belum dapat mereduksi potensi masalah kepemudaan. (3) Keberadaan dari kekuatan institusi formal dan informal ternyata tidak secara ekspresif menghadirkan guidelines dan constraints baik dalam pemilihan tindakan, dalam melakukan proses proyeksi terkait probabilitas hambatan dalam tahapan implementasi maupun dalam membangun desain evaluasi kebijakan yang dapat diverifikasi dalam praktik global. Adapun bentuk implikasi krusial dari penelitian ini menghadirkan sebuah moralitas baru dalam melakukan proses penyelidikan terhadap kebijakan kepemudaan dalam mendorong transformasi pelayanan kepemudaan yang lebih moderat.
During the Covid-19 pandemic, everyone must be at home and keep a distance using a mask. The spread massively. It becomes the basis for all stakeholders to find solutions, both in the form of preventive (prevention) and curative (cure). One of the strategic educational media used to prevent and overcome covid-19 for the current generation of digital natives is through digital comics or webtoons. Comics in digital form has many advantages over printed comics. Based on this, the research aims to find out how the impact of the promotion of the National Defense Knight Comics through the Webtoon as an educational medium for preventing and controlling Covid-19 for the community. The method used is Research and Development (R&D) using the Waterfall development model. The results of this review show that promoting comics of state defense knights through webtoons can become a medium of persuasion for education on preventing and overcoming Covid-19. The innovative education offered by the knight Bela Negara comic designs webtoon readers to be closer to the story and characters because it is more humane, so that they are able to show the effects in the form of responses, both cognitive (knowledge development), affective (through positive attitudes) and connective (action as the results of stimulating positive attitudes) related to the prevention and handling of covid-19.
Background: In the past years, Esport has been a phenomenon. It lies in a discussion of whether accepting esport as a part of sport categories or not. In fact, many argue about this because it has an impact on the physical activity and lifestyle of the players. This study focuses on the analysis of physical activity and lifestyle of esport athletes competing in annual sporting events throughout Indonesia. Method: In this study data collected from 50 athletes consisting of all men. The measurement method used in measuring the level of physical activity is the International Physical Activities Questionnaire (IPAQ). Result: From the completed questionnaire, it was found that the level of physical activity of the athletes reached 3120.2 (± 24.3) METs. This figure shows that athletes are still included in the category of high physical activity. Conclusion: The average level of physical activity of esport athletes is in the high category.
Technology and health are interrelated, along with the development of technology accompanied by increasing health demands due to the COVID-19 pandemic. Therefore, this study aims to rethink the use of technology in exercising to maintain health. The focus of the study in this research is the relationship between the use of technology and health through COVID-19 healthy gymnastics. The method used in this research is to use a cross-sectional survey online. This method is used because the survey can be done anytime and anywhere, which can be more practical. The data collection instrument used is an online survey using the Google form application. This application is suitable for use in a practical and effective data collection process. Then to measure and find out the results of the data collected, the researcher used the Statistical Package for the Social Sciences (SPSS) software with a bivariate correlation coefficient test. The subjects of this study were UPI students who contracted physical education courses and sport. The results of this study indicate that there is a very high relationship between technology and health through COVID-19 healthy gymnastics. This study concluded that students who would be aware of their health by doing sports optimize the use of technology to support their sports activities.
The implementation of peace education in the university environment has not yet found the right technical implementation, so the main goal in peace education has not been achieved, especially the application in the university environment. Therefore, this research aims to determine the general perception of board games as a media of peace education for students. This study uses a survey method collected from a representative sample of students from three different universities. The sampling technique in this study uses purposive sampling aimed at students who have courses in which peace education is integrated. The research locations this time are the Universitas Pendidikan Indonesia (UPI), Universitas Padjadjaran (UNPAD), and Institut Teknologi Bandung (ITB). This study indicates that students are very enthusiastic if this board game becomes a platform for delivering peace education in the student environment. This study concludes that students agree with the concept of delivering peace education through board game media.
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