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FAKTOR PENYEBAB TIDAK DITEMUKANNYA BRM CANCER DAN CANCER OBGYN PADA BAGIAN RISET DAN PENELITIAN RS X Khatimah, Nurul
Jurnal Penelitian dan Kajian Ilmiah Kesehatan Politeknik Medica Farma Husada Mataram Vol. 9 No. 2 (2023): Oktober
Publisher : Politeknik Medica Farma Husada Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33651/jpkik.v9i2.556

Abstract

Rekam medis adalah dokumen yang berisi informasi tentang identitas pasien, pemeriksaan medis, pengobatan, tindakan, dan layanan lain yang diberikan kepada pasien. RS X adalah rumah sakit pendidikan yang juga menjadi rujukan pusat nasional di Indonesia termasuk kasus cancer dan cancer obgyn. Karena jumlah kunjungan pasien rawat jalan yang tinggi, permintaan berkas rekam medis juga meningkat. Tujuan penelitian ini adalah untuk mengetahui faktor-faktor penyebab tidak ditemukannya berkas rekam medis cancer dan cancer obgyn pada bagian riset dan penelitian dengan menggunakan 5 M. Jenis penelitian adalah penelitian kualitatif dengan cara observasi dan wawancara. Hasil penelitan menunjukkan dari faktor man yaitu kurangnya petugas sehingga menyebabkan tingginya beban kerja, dari faktor material yaitu rak penyimpanan yang berdekatan, sempit sehingga menyulitkan dalam pengambilan, dari faktor method yaitu tidak adanya SPO, dari faktor money yaitu pengadaaan sarana pendukung dalam pelayanan, penyimpanan, dan pendistribusian belum terpenuhi, dari faktor machines yaitu hanya terdapat 2 komputer yang digunakan untuk keperluan penyediaan berkas rekam medis.
STRATEGI PENGELOLAAN KELAS MELALUI PENGUATAN BUDAYA POSITIF SERTA GAME EDUKATIF DI SDN 29 KOTA BIMA Ramadhan, Syahru; Kusumawati, Yayuk; Khatimah, Nurul; Ma’wiah, Nurul Hikmatul; Pinkan, Pinkan; Yumarna, Yumarna; Yudistirah, Yudistirah
Waniambey: Journal of Islamic Education Vol. 5 No. 1 (2024): Juni, Waniambey: Journal of Islamic Education
Publisher : Fakultas Tarbiyah, IAIN Fattahul Muluk Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53837/waniambey.v5i1.1043

Abstract

Classroom conditions determine the effectiveness of learning activities. To create a learning climate that is not boring for students, teachers must be more creative in implementing classroom management strategies; teachers at SDN 29 Kota Bima so far in implementing classroom management strategies still use inappropriate methods such as giving punishment, disciplining students by telling them to get out of the classroom and others, so that through the application of positive culture and educational games is an essential way in classroom management so that there is no punishment process. Students become more enthusiastic about participating in the learning process. This research uses qualitative research describing events heard and felt and made in narrative or descriptive statements. The data sources in this study were obtained from observations, interviews, and documentation, which were analyzed by data reduction, data presentation, and conclusion drawing. The results showed that applying classroom management strategies through positive culture and educational games is considered effective in creating an exciting and enjoyable learning climate for students. Among its forms are programs that have positive cultural nuances, both nuances of cultivating attitudes, skills, and even knowledge, which are carried out from Monday to Saturday. Teachers have also implemented educational games with positive cultural nuances such as Word Guessing, Singing, and Dancing in the classroom, connecting words and personality drawings.
Improving Students’ Writing Skill in Teaching Narrative Text by Using Indonesian Folktales Darmayanti, Darmayanti; Hartati, Hartati; Muslimin, Fawal Fatwa; Khatimah, Nurul
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 1 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i1.6256

Abstract

The use of interesting teaching media aims to create enjoyable learning for students by choosing teaching materials that attract students’ interest and create interactive learning. The use of Indonesian folktales is one of the media that can be used by teachers in teaching English, especially narrative texts. The purpose of this research is to teach students writing in narrative texts through the use of Indonesian folktales to improve their’ writing skills. This research used an experimental method. There are three steps in carrying out this experimental research to obtain data: the pretest, the treatment, and the posttest. The results of this research show that the students’ ability to write narrative texts is statistically significant. There was an increase in the average score of the experimental class by 51.19 on the pretest and 80.42 on the posttest. Meanwhile, in the control class, the pretest result was 56.67 and the posttest result was 64.89 for writing narrative texts using Indonesian folktales. It can be concluded that by using Indonesian folktales, teachers can direct their students to practice a lot and increase their practice without ignoring other material, with the aim of creating effective and enjoyable learning
Efektivitas Metode Demontrasi Dalam Meningkatkan Pemahaman Tata Cara Shalat Santri Syam, Khairil; Hermansyah, Ainani; Ayyun, Qurrata; Khatimah, Nurul; Rahmadani, Rani; Danial, Danial; Syarifuddin, Syarifuddin
Al-Qalam: Jurnal Kajian Islam dan Pendidikan Vol 16 No 2 (2024): Al-Qalam: Jurnal Kajian Islam Dan Pendidikan
Publisher : LP2M Universitas Islam Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47435/al-qalam.v16i2.3476

Abstract

This study aims to improve students' understanding of the procedures for performing prayers through the application of the demonstration method in class BP 1 at RQS Qudwatun Hasanah. This research is a Classroom Action Research (CAR) using a qualitative descriptive method. Data collection techniques include observation, tests, and documentation. The study was conducted in one cycle consisting of four stages: planning, action implementation, observation, and reflection. The results of the study showed a significant improvement in students' understanding after the implementation of the demonstration method. Students' understanding scores in the pre-cycle were 55.34%, categorized as poor, which increased to 88.86% in cycle I, categorized as very good. The N-gain calculation reached 0.75, indicating a high improvement level. Based on these findings, it can be concluded that the demonstration method is effective in improving students' understanding of the procedures for performing prayers in the Islamic Education subject at RQS Qudwatun Hasanah.
Penerapan Metode Role Playing Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelejaran PAI Kelas V di SDN Barelantan kecematan Pujut Kabupaten Lombok Tengah Thrasne, Lale Tanggis Nur Aulia; Khatimah, Nurul
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 1 (2025): Februari
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i1.2874

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa melalui penerapan metode pembelajaran Role Playing pada mata pelajaran PAI kelas V SDN Barelantan. Adapun subjek penelitian ini adalah kelas V SDN Barelantan yang berjumlah 18 siswa. Jenis penelitian ini adalah penelitian tindakan kelas (PTK), dengan menggunakan Model Kemmis dan Mc Taggart yang membagi satu prosedur penelitian tindakan kelas menjadi empat tahap yaitu perencanaan, tindakan, observasi dan refleksi. Jenis instrument yang digunakan untuk pengumpulan data yang digunakan adalah tes hasil belajar siswa dan lembar observasi asktivitas guru dan siswa. Data diperoleh dan dianalisis secara kuantitatif untuk data ketuntasan individual, ketuntasan klasikal dan lembar observasi. Hasil penelitian menunjukkan bahwa penerapan metode Role Playing dapat meningkatkan hasil belajar siswa, hal ini bisa dilihat dari perolehan siswa pada siklus I persentase ketuntasan klasikal sebesar 44,88% dengan nilai rata-rata 68,88%. Pada siklus I persentase aktivitas belajar siswa adalah 40% dikategorikan sangat kurang berarti aktivitas belajar siswa belum tercapai, sedangkan pada siklus I persentase aktivitas guru adalah 70% dikategorikan cukup. Sementara itu pada siklus II persentase ketuntasan klasikal sebesar 88,88% dengan nilai rata-rata 87,22% pada siklus II persentase aktivitas belajar siswa adalah 70% dikategorikan cukup, sedangkan pada siklus II persentase aktivitas guru 90% dikategorikan sangat baik. Berdasarkan uraian data tersebut menunjukkan bahwa metode pembelajaran Role Playing dapat meningkatkan hasil belajar siswa dan meningkatkan aktivitas guru pada mata pelajaran PAI di SDN Barelantan.
Educating Early Childhood Prayer Procedures Through ChatGPT-Based Interactive Media with Studio Ghibli Style Visuals Jufri, Jufri; Djalia, La Ode Sahrin; Ramadhan, Arfan Fadil; Khatimah, Nurul
Abdi Masyarakat Vol 7, No 1 (2025): Abdi Masyarakat
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/abdi.v7i1.8929

Abstract

 Early childhood Islamic education plays a strategic role in shaping spiritual, moral, and social character. One essential aspect is teaching prayer procedures, which not only fulfill religious obligations but also instill values such as discipline, cleanliness, and focus. However, conventional teaching methods are often ineffective for young learners who require visual, auditory, and kinesthetic engagement. This community service initiative aimed to develop an innovative learning media combining ChatGPT-based interactivity with Studio Ghibli-inspired visual design to enhance children's understanding of prayer. The method involved four stages: problem analysis, media development, and implementation. The program was conducted at TK IT Rumah Anak Saleh in Buton and involved active participation from early childhood educators. The resulting media featured AI-driven natural language interactions and visually engaging illustrations created via ChatGPT and designed with Canva. Implementation involved guided learning sessions using visual posters and multisensory approaches to teach prayer movements and recitations. The results showed high enthusiasm and engagement among children, improved understanding of prayer, and effective memorization through enjoyable learning experiences. In conclusion, integrating AI technology and imaginative visuals proved effective in delivering Islamic education to young children and offers a promising model for enhancing spiritual literacy in the digital era. 
Pengaruh Biaya Promosi Dan Biaya Administrasi Umum Terhadap Laba Bersih Pada Perusahaan Manufaktur Sub Sektor Rokok Yangterdaftar di Bursa Efek Indonesia (BEI) Periode 2020—2024 Khatimah, Nurul; Mulyana, Asep; Lesmana, Kusnadi Kibet; Januarharyono, Yudhaswara; Priatna, Ami
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 2 (2025): Mei - Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i2.1360

Abstract

This study aims to examine the partial and simultaneous effects of Promotional Expenses and General Administrative Expenses on Net Profit in cigarette sub-sector manufacturing companies listed on the Indonesia Stock Exchange (IDX) during 2020–2024. A quantitative approach with descriptive and associative methods was applied using secondary data from the financial reports of PT Gudang Garam Tbk., PT Hanjaya Mandala Sampoerna Tbk., and PT Wismilak Inti Makmur Tbk. Data were analyzed using multiple linear regression, t-test, and F-test with IBM SPSS Statistics version 25. The results show that Promotional Expenses have a partial effect on Net Profit, while General Administrative Expenses do not. However, both variables simultaneously affect Net Profit.  
Kreativitas Guru Penggerak Dalam Menerapkan Model Pembelajaran Berdiferensiasi Sebagai Solusi Keberagaman Gaya Belajar Siswa di SDN 21 Tolomundu Kota Bima Khatimah, Nurul; Ramadhan, Syahru; Hermansyah, Hermansyah
Al-Madrasah: Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 9, No. 3 (Juli 2025)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v9i3.5020

Abstract

Penelitian ini dilandasi oleh pentingnya implementasi pembelajaran berdiferensiasi dalam menjawab tantangan heterogenitas gaya belajar peserta didik di jenjang sekolah dasar. Gaya belajar yang beragam, seperti visual, auditori, dan kinestetik, merupakan variabel penting yang perlu diperhatikan oleh pendidik untuk menciptakan proses pembelajaran yang adaptif, inklusif, dan efektif. Tujuan penelitian ini adalah untuk menganalisis efektivitas penerapan pembelajaran berdiferensiasi oleh guru penggerak di SDN 21 Tolomundu, Kota Bima, dalam mengakomodasi keberagaman gaya belajar peserta didik melalui strategi dan pendekatan pembelajaran yang inovatif. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa observasi partisipatif, wawancara mendalam, dan studi dokumentasi. Subjek penelitian terdiri dari guru penggerak dan peserta didik di kelas yang menjadi lokasi studi. Prosedur penelitian meliputi tahap perencanaan, pelaksanaan pengumpulan data lapangan, analisis data, serta penyusunan laporan hasil penelitian. Analisis data dilakukan melalui model interaktif Miles dan Huberman yang mencakup reduksi data, penyajian data, dan penarikan kesimpulan. Temuan penelitian menunjukkan bahwa guru penggerak mampu mengimplementasikan pembelajaran berdiferensiasi secara optimal melalui modifikasi konten, proses, dan produk pembelajaran. Guru secara konsisten melakukan asesmen diagnostik awal, memanfaatkan media pembelajaran yang variatif dan kontekstual, serta menerapkan strategi yang disesuaikan dengan karakteristik gaya belajar peserta didik. Pendekatan seperti penggunaan segitiga restitusi, ice breaking, media digital interaktif, serta model pembelajaran berbasis proyek terbukti meningkatkan motivasi, keterlibatan aktif, serta pemahaman konseptual peserta didik secara menyeluruh. Dengan demikian, pembelajaran berdiferensiasi yang diterapkan oleh guru penggerak memiliki kontribusi signifikan terhadap peningkatan kualitas pembelajaran yang responsif terhadap kebutuhan individual siswa di sekolah dasar.
Gamification in Islamic Religious Education: Interactive Learning Innovations to Increase Students' Interest in Learning Khatimah, Nurul; Zahraini, Zahraini
Al-Ilmu Vol. 2 No. 2 (2025): AL-Ilmu-August
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/cfqtj246

Abstract

Students' interest in learning Islamic Religious Education (PAI) tends to be low because the learning method is still predominantly lecture-based and lacks interactivity. This study aims to analyze the effectiveness of gamification as an interactive learning innovation to increase the learning interest of PAI students. A descriptive quantitative approach with a quasi-experimental design was used on 72 junior high school students who were divided into an experimental group (using gamification through Kahoot and Quizizz) and a control group (using conventional methods). The research instrument was in the form of a learning interest questionnaire on a Likert scale and a student involvement observation sheet. The results showed a significant increase in the experimental group, with the average learning interest score increasing by 20.3 points, while the control group only increased by 6.6 points. The results of the paired t-test also showed a significant difference (p < 0.05) in the experimental group. Observations support these findings, where the participation rate of students in the experimental class reached 85%, while in the control group it was only 45%. The findings confirm that gamification is able to create a more interactive, competitive, and fun learning atmosphere, while still internalizing Islamic values. This study recommends the application of gamification as an innovative strategy in PAI learning, although it needs to be adjusted to school infrastructure and student conditions.
Implementation of the Project Based Learning Model in the Independent Curriculum in Islamic Religious Education Learning for High School Students Rahim, Abdul; Khatimah, Nurul
AIQU: Journal Multidiscipliner of Science Vol. 1 No. 1 (2023): MARCH, AIQU: Journal Multidiscipliner of Science
Publisher : Institute Journal and Publication Muhammadiyah University of Buton

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research has a number of populations. The population of this study were teachers and students of Class X 1 Senior Highschool 4 Baubau. The population of Islamic Religious Education teachers is 1 person and Student X 1 is 33 people with a total population of 34 people. Because the population of this study did not reach 100 research subjects, the entire population was the object of this research. This research is qualitative research, so in collecting data researchers used observation, interview and documentation techniques. Thus, in data analysis, researchers use qualitative analysis, namely deductive, inductive and comparative thinking. The results of this research show that: 1) the project-based learning planning model for class X 1 Senior Highschool 4 Baubau was well designed by the teacher so as to create interesting and colorful learning; 2) the project-based learning implementation model for class 3) the project-based learning evaluation model for class X 1 Senior Highschool 4 Baubau was created by the teacher using evaluation tools adapted to the learning objectives to be achieved.