DAFTAR PUSTAKA - Diponegoro...

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DAFTAR PUSTAKA 1. Callagher M. 2015 Essential Facts About the Computer and Video Game Industry. Soc Sci Comput Rev. 2015;4(1). 2. Bavelier D, Achtman RL, Mani M, Föcker J. Neural bases of selective attention in action video game players. Vision Res. 2012;61:132-43. 3. Anguera JA, Boccanfuso J, Rintoul JL, Al-Hashimi O, Faraji F, Janowich J, et al. Video game training enhances cognitive control in older adults. Nature. 2013;501(7465):97-101. 4. Blacker KJ, Curby KM. Enhanced visual short-term memory in action video game players. Atten Percept Psychophys. 2013;75(6):1128-36. 5. Green CS, Bavelier D. Action video game modifies visual selective attention. Nature. 2003;423(6939):534-7. 6. Owen N, Healy GN, Matthews CE, Dunstan DW. Too much sitting: the population health science of sedentary behavior. Exerc Sport Sci Rev. 2010;38(3):105-13. 7. Hasan Y, Bègue L, Scharkow M, Bushman BJ. The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. J Exp Soc Psychol. 2013;49(2):224-7. 8. Wolf MJPW, Perron B. The Routledge Companion to Video Game Studies. Routledge; 2014. 9. Team NSN. Microsoft’s body-sensing, button-busting controller. Dikutip dari https://www.newscientist.com/article/mg20527426-800-microsofts- body-sensing-button-busting-controller/. Terbit 2010. Diakses 1 Desember 2015. 10. Witherspoon L. Exergaming. Journal of American College of Science Medicine. 11. Su H, Chang Y, Lin Y, Chu I. Effects of training using an active video game on agility and balance - Minerva Medica - Journals. J Sports Med Phys Fitness. 2015;9(55):14-21. 12. Maloney AE, Bethea TC, Kelsey KS, Marks JT, Paez S, et al. A pilot of a video game (DDR) to promote physical activity and decrease sedentary screen time. Obesity (Silver Spring). 2008;16(9):2074-80. 13. Sheehan DP, Katz L. The effects of a daily, 6-week exergaming curriculum on balance in fourth grade children. J Sport Heal Sci. 2013;2(3):131-7. 65

Transcript of DAFTAR PUSTAKA - Diponegoro...

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DAFTAR PUSTAKA

1. Callagher M. 2015 Essential Facts About the Computer and Video Game

Industry. Soc Sci Comput Rev. 2015;4(1).

2. Bavelier D, Achtman RL, Mani M, Föcker J. Neural bases of selective

attention in action video game players. Vision Res. 2012;61:132-43.

3. Anguera JA, Boccanfuso J, Rintoul JL, Al-Hashimi O, Faraji F, Janowich J,

et al. Video game training enhances cognitive control in older adults. Nature.

2013;501(7465):97-101.

4. Blacker KJ, Curby KM. Enhanced visual short-term memory in action video

game players. Atten Percept Psychophys. 2013;75(6):1128-36.

5. Green CS, Bavelier D. Action video game modifies visual selective

attention. Nature. 2003;423(6939):534-7.

6. Owen N, Healy GN, Matthews CE, Dunstan DW. Too much sitting: the

population health science of sedentary behavior. Exerc Sport Sci Rev.

2010;38(3):105-13.

7. Hasan Y, Bègue L, Scharkow M, Bushman BJ. The more you play, the more

aggressive you become: A long-term experimental study of cumulative

violent video game effects on hostile expectations and aggressive behavior.

J Exp Soc Psychol. 2013;49(2):224-7.

8. Wolf MJPW, Perron B. The Routledge Companion to Video Game Studies.

Routledge; 2014.

9. Team NSN. Microsoft’s body-sensing, button-busting controller. Dikutip

dari https://www.newscientist.com/article/mg20527426-800-microsofts-

body-sensing-button-busting-controller/. Terbit 2010. Diakses 1 Desember

2015.

10. Witherspoon L. Exergaming. Journal of American College of Science

Medicine.

11. Su H, Chang Y, Lin Y, Chu I. Effects of training using an active video game

on agility and balance - Minerva Medica - Journals. J Sports Med Phys

Fitness. 2015;9(55):14-21.

12. Maloney AE, Bethea TC, Kelsey KS, Marks JT, Paez S, et al. A pilot of a

video game (DDR) to promote physical activity and decrease sedentary

screen time. Obesity (Silver Spring). 2008;16(9):2074-80.

13. Sheehan DP, Katz L. The effects of a daily, 6-week exergaming curriculum

on balance in fourth grade children. J Sport Heal Sci. 2013;2(3):131-7.

65

66

14. Mills A, Rosenberg M, Stratton G, Carter HH, Spence AL, Pugh CJ, et al.

The effect of exergaming on vascular function in children. J Pediatr.

2013;163(3):806-10.

15. Kloos AD, Fritz NE, Kostyk SK, Young GS, Kegelmeyer DA. Video game

play (Dance Dance Revolution) as a potential exercise therapy in

Huntington’s disease: a controlled clinical trial. Clin Rehabil.

2013;27(11):972-82.

16. Natbony LR, Zimmer A, Ivanco LS, Studenski SA, Jain S. Perceptions of a

Videogame-Based Dance Exercise Program Among Individuals with

Parkinson’s Disease. Games Health J. 2013;2(4):235-9.

17. Pichierri G, Murer K, de Bruin ED. A cognitive-motor intervention using a

dance video game to enhance foot placement accuracy and gait under dual

task conditions in older adults: a randomized controlled trial. BMC Geriatr.

2012;12(1):74.

18. Maddison R, Mhurchu CN, Jull A, Prapavessis H, Foley LS, Jiang Y. Active

video games: the mediating effect of aerobic fitness on body composition.

Int J Behav Nutr Phys Act. 2012;9:54.

19. Richard A, Harper P, Simons R, Ogawa E. Guinness World Records

Gamer’s Edition 2015. Vol 6. Guinness World Records; 2014.

20. Sporis G, Jukic I, Milanovic L, Vucetic V. Reliability and Factorial

Validity of Agility Tests for Soccer Players. J Strength Cond Res.

2010;24(3):679-86.

21. Maillot P, Perrot A, Hartley A. Effects of interactive physical-activity

video-game training on physical and cognitive function in older adults.

Psychol Aging. 2012;27(3):589-600.

22. Rollings A, Adams E. Andrew Rollings and Ernest Adams on Game

Design.; 2003.

23. Guggenheim JA, Pong-Wong R, Haley CS, Gazzard G, Saw SM.

Correlations in refractive errors between siblings in the Singapore Cohort

Study of Risk factors for Myopia. Br J Ophthalmol. 2007;91(6):781-4.

24. Franceschini S, Gori S, Ruffino M, Viola S, Molten M, Facoetti A. Action

Video Games Make Dyslexic Children Read Better. Curr Biol.

2013;23(6):462-6.

25. Li RW, Ngo C, Nguyen J, Levi DM. Video-game play induces plasticity in

the visual system of adults with amblyopia. PLoS Biol. 2011;9(8):e1001135.

26. Goris J, Jalink MB, Ten Cate Hoedemaker HO. Training basic laparoscopic

skills using a custom-made video game. Perspect Med Educ. 2014;3(4):314-

8.

27. Chen A. Effects of exergaming and the physical education curriculum. J

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Sport Heal Sci. 2013;2(3):129-30.

28. Anderson CA, Shibuya A, Ihori N, Swing EL, Bushman BJ, Sakamoto A, et

al. Violent video game effects on aggression, empathy, and prosocial

behavior in Eastern and Western countries: A meta-analytic review. Psychol

Bull. 2010;2(136):151-73.

29. Kelly J. Taiwan teen dies after gaming for 40 hours. The Australian Press.

Dikutip dari http://www.theaustralian.com.au/news/latest-news/taiwan-

teen-dies-after-gaming-for-40-hours/story-fn3dxix6-1226428437223.

Diterbitkan 2012. Diakses 7 Mei 2016.

30. Simons M, Chinapaw MJ, Brug J, Seidell J, de Vet E. Associations between

active video gaming and other energy-balance related behaviours in

adolescents: a 24-hour recall diary study. Int J Behav Nutr Phys Act.

2015;12(1):192.

31. de Castell S, Jenson J, Thumlert K. From Simulation to Imitation:

Controllers, Corporeality, and Mimetic Play. Simul Gaming.

2014;45(3):332-55.

32. Hoysniemi J. International survey on the Dance Dance Revolution game.

Theor Pract Comput Appl Entertain. 2006;4(2).

33. Steinberg S. The top 10 music games of all time. CNN. Dikutip dari

http://edition.cnn.com/2011/09/26/tech/gaming-gadgets/top-10-music-

games-steinberg/. Diterbitkan 2011. Diakses 7 Mei 2016.

34. Sun H. Impact of exergames on physical activity and motivation in

elementary school students: A follow-up study. J Sport Heal Sci.

2013;2(3):138-45.

35. Hoysniemi J. International survey on the Dance Dance Revolution game.

Comput Entertain. 2006;4(2):8.

36. Hoeger W, Hoeger S. Lifetime Physical Fitness and Wellness. Cengage

Learning; 2006.

37. Young W, Farrow D. A Review of Agility: Practical Applications for

Strength and Conditioning. Strength Cond J. 2006;28(5):24.

38. Sheppard, Jeremy M WBY. Agility Literature Review: Classifications,

Training and Testing. J Sports Sci. 2006;24(9).

39. Galpin AJ, Li Y, Lohnes CA, Schilling BK. A 4-week choice foot speed and

choice reaction training program improves agility in previously non-agility

trained, but active men and women. J Strength Cond Res. 2008;22(6):1901-

7.

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41. Hall JE, Guyton AC. Buku Ajar Fisiologi Kedokteran. Edisi Keduabelas.

Diterjemahkan oleh Ilyas EI. Singapura:Elsevier; 2014.

42. Barrett KE, Barman SM, Boitano S, Brooks H. Ganong’s Review of Medical

Physiology, 24th Edition. New York:McGraw Hill Professional; 2012.

43. Ropper AH, Samuels MA. Adams & Victor’s Principles of Neurology, 9th

Edition. New York:McGraw Hill Professional; 2009.

44. Snell R. Clinical Neuroanatomy 7th Edition. Baltimore:Lippincott Williams

& Wilkins; 2014.

45. Marieb E, Hoehn K. Human Anatomy & Physiology. New York:Pearson

Benjamin Cummings;2006.

46. Raya M, Gailey RS, Gaunaurd IA, Jayne DM, Campbell SM, Gagne E, et al.

Comparison of three agility tests with male servicemembers: Edgren Side

Step Test, T-Test, and Illinois Agility Test. J Rehabil Res Dev.

2013;50(7):951-60.

47. Beekhuizen KS, Davis MD, Kolber MJ, Cheng M-SS. Test-retest reliability

and minimal detectable change of the hexagon agility test. J Strength Cond

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48. Green CS, Bavelier D. Action video game training for cognitive

enhancement. Curr Opin Behav Sci. 2015;4:103-8.

49. Latash MM. Neurophysiological Basis of Movement 2nd Edition.

Champaign:Human Kinetics; 2008.

50. Mancall EL, Brock DG. Gray’s Clinical Neuroanatomy: The Anatomical

Basis for Clinical Neuroscience. Elsevier Inc; 2011.

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Lampiran 1. Ethical Clearance

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Lampiran 2. Persetujuan Sesudah Penjelasan/Informed Consent

JUDUL PENELITIAN:

Pengaruh Bermain Video Game Kinetik Simulasi Tari

sebagai Exergame terhadap Kelincahan

INSTANSI PELAKSANA:

Bagian Fisiologi FK Undip Mahasiswa Program Studi Strata-1 Kedokteran

Umum Fakultas Kedokteran Universitas Diponegoro

PERSETUJUAN SESUDAH PENJELASAN

(INFORMED CONSENT)

Yth, …………………………………..

Perkenalkan nama saya Sarah Fauzianisa. Saya adalah mahasiswi Program

Studi Strata-1 Kedokteran Umum Fakultas Kedokteran Universitas Diponegoro.

Guna mendapatkan gelar Sarjana Kedokteran maka salah satu syarat yang

ditetapkan kepada saya adalah menyusun sebuah karya tulis ilmiah. Penelitian yang

akan saya lakukan berjudul “Pengaruh Bermain Video Game Kinetik Simulasi Tari

sebagai Exergame terhadap Kelincahan”.

Tujuan penelitian ini adalah untuk membuktikan manfaat bermain video

game kinetik simulasi tari terhadap kelincahan. Dalam penelitian ini saya akan

memberikan permainan video game kinetik simulasi tari yang akan dilakukan

dalam waktu 30 menit per sesi dalam 2 kali seminggu selama 8 minggu atau tidak

memberikan permainan video game kinetik simulasi tari dan melakukan

pengukuran kelincahan. Subjek diminta untuk tidak mengikuti program latihan fisik

lainnya selain permainan video game kinetik yang diberikan selama penelitian

karena akan mempengaruhi kelincahan yang merupakan variabel penelitian.

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Penelitian ini diharapkan dapat bermanfaat dengan memberikan informasi

kepada masyarakat, memberi pengetahuan baru, dan menjadi acuan bagi penelitian

selanjutnya tentang bermain video game kinetik simulasi tari sebagai exergame

terhadap kelincahan.

Penelitian yang saya lakukan ini bersifat sukarela terhadap subjek dan tidak

ada unsur paksaan. Partisipasi Anda dalam penelitian ini juga tidak akan digunakan

dalam hal-hal yang merugikan Anda dalam bentuk apapun. Data yang didapatkan

dari penelitian ini akan dijamin kerahasiaannya, yaitu identitas subjek penelitian

tidak akan dicantumkan dan data tersebut hanya akan saya gunakan untuk

kepentingan penelitian, pendidikan, dan ilmu pengetahuan.

Penanggung jawab penelitian adalah:

Sesudah mendengar dan memahami penjelasan penelitian, dengan ini saya

menyatakan

SETUJU / TIDAK SETUJU

untuk ikut sebagai subjek/sampel penelitian ini.

Semarang, …………………….2016

Saksi :

Nama Terang :

Alamat :

Nama Terang :

Alamat :

Sarah Fauzianisa

Bagian Ilmu Fisiologi FK Undip

Jl. Prof. H. Soedarto, SH, Tembalang, Semarang

Telepon 024-76928010 ext 7771

HP. 083822333913

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Lampiran 3. Hasil analisis

Means

Report

Kelompok Umur (tahun) Tinggi badan Berat Badan IMT

Perlakuan

Mean 21.22 1.5844 53.111 21.196

Std. Deviation .667 .06616 4.7703 1.9868

Median 21.00 1.6000 54.300 21.200

Minimum 20 1.50 47.4 17.9

Maximum 22 1.68 61.3 24.9

Kontrol

Mean 21.22 1.5967 53.867 21.078

Std. Deviation .667 .05074 6.5846 1.7015

Median 21.00 1.6000 52.000 20.630

Minimum 20 1.53 47.5 18.6

Maximum 22 1.67 65.5 24.1

Total

Mean 21.22 1.5906 53.489 21.137

Std. Deviation .647 .05755 5.5914 1.7954

Median 21.00 1.6000 52.800 21.135

Minimum 20 1.50 47.4 17.9

Maximum 22 1.68 65.5 24.9

Explore

Descriptives

Statistic Std. Error

Umur (tahun)

Mean 21.22 .152

95% Confidence Interval for Mean Lower Bound 20.90

Upper Bound 21.54

5% Trimmed Mean 21.25

Median 21.00

Variance .418

Std. Deviation .647

Minimum 20

Maximum 22

Range 2

Interquartile Range 1

Skewness -.230 .536

Kurtosis -.411 1.038

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Tinggi badan

Mean 1.5906 .01356

95% Confidence Interval for Mean Lower Bound 1.5619

Upper Bound 1.6192

5% Trimmed Mean 1.5906

Median 1.6000

Variance .003

Std. Deviation .05755

Minimum 1.50

Maximum 1.68

Range .18

Interquartile Range .11

Skewness -.101 .536

Kurtosis -1.148 1.038

Berat Badan

Mean 53.489 1.3179

95% Confidence Interval for Mean Lower Bound 50.708

Upper Bound 56.269

5% Trimmed Mean 53.160

Median 52.800

Variance 31.263

Std. Deviation 5.5914

Minimum 47.4

Maximum 65.5

Range 18.1

Interquartile Range 7.5

Skewness .944 .536

Kurtosis .225 1.038

+IMT

Mean 21.137 .4232

95% Confidence Interval for Mean Lower Bound 20.244

Upper Bound 22.030

5% Trimmed Mean 21.110

Median 21.135

Variance 3.224

Std. Deviation 1.7954

Minimum 17.9

Maximum 24.9

Range 7.0

Interquartile Range 1.9

Skewness .303 .536

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Kurtosis .150 1.038

Tests of Normality

Kolmogorov-Smirnova Shapiro-Wilk

Statistic df Sig. Statistic df Sig.

Umur (tahun) .301 18 .000 .786 18 .001

Tinggi badan .127 18 .200* .948 18 .398

Berat Badan .147 18 .200* .889 18 .037

IMT .167 18 .198 .975 18 .888

*. This is a lower bound of the true significance.

a. Lilliefors Significance Correction

NPar Tests

Mann-Whitney Test

NPar Tests

Mann-Whitney Test

Ranks

Kelompok N Mean Rank Sum of Ranks

Umur (tahun)

Perlakuan 9 9.50 85.50

Kontrol 9 9.50 85.50

Total 18

Tinggi badan

Perlakuan 9 9.06 81.50

Kontrol 9 9.94 89.50

Total 18

Berat Badan

Perlakuan 9 9.67 87.00

Kontrol 9 9.33 84.00

Total 18

IMT

Perlakuan 9 9.89 89.00

Kontrol 9 9.11 82.00

Total 18

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Test Statisticsa

Umur (tahun) Tinggi badan Berat Badan IMT

Mann-Whitney U 40.500 36.500 39.000 37.000

Wilcoxon W 85.500 81.500 84.000 82.000

Z .000 -.355 -.133 -.309

Asymp. Sig. (2-tailed) 1.000 .722 .895 .757

Exact Sig. [2*(1-tailed Sig.)] 1.000b .730b .931b .796b

a. Grouping Variable: Kelompok

b. Not corrected for ties.

NPar Tests: PRE-TEST

Mann-Whitney Test

Ranks

Kelompok N Mean Rank Sum of Ranks

Skor kelincahan pre test

Perlakuan 9 9.78 88.00

Kontrol 9 9.22 83.00

Total 18

Test Statisticsa

Skor kelincahan pre test

Mann-Whitney U 38.000

Wilcoxon W 83.000

Z -.221

Asymp. Sig. (2-tailed) .825

Exact Sig. [2*(1-tailed Sig.)] .863b

a. Grouping Variable: Kelompok

b. Not corrected for ties.

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NPar Tests: POST-TEST Mann-Whitney Test

Ranks

Kelompok N Mean Rank Sum of Ranks

Skor kelincahan Post Test (minggu ke 8)

Perlakuan 9 5.00 45.00

Kontrol 9 14.00 126.00

Total 18

Test Statisticsa

Skor kelincahan Post Test (minggu ke 8)

Mann-Whitney U .000

Wilcoxon W 45.000

Z -3.576

Asymp. Sig. (2-tailed) .000

Exact Sig. [2*(1-tailed Sig.)] .000b

a. Grouping Variable: Kelompok

b. Not corrected for ties.

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NPar Tests: Kelompok Perlakuan

Wilcoxon Signed Ranks Test

Ranks

N Mean Rank Sum of Ranks

Skor kelincahan Post Test (minggu ke 8) - Skor kelincahan Pre Test (minggu ke 0)

Negative Ranks 9a 5.00 45.00

Positive Ranks 0b .00 .00

Ties 0c

Total 9

a. Skor kelincahan Post Test (minggu ke 8) < Skor kelincahan Pre Test (minggu ke 0)

b. Skor kelincahan Post Test (minggu ke 8) > Skor kelincahan Pre Test (minggu ke 0)

c. Skor kelincahan Post Test (minggu ke 8) = Skor kelincahan Pre Test (minggu ke 0)

Test Statisticsa

Skor kelincahan Post Test (minggu ke 8) - Skor

kelincahan Pre Test (minggu ke 0)

Z -2.666b

Asymp. Sig. (2-tailed) .008

a. Wilcoxon Signed Ranks Test

b. Based on positive ranks.

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NPar Tests: Kelompok Kontrol Wilcoxon Signed Ranks Test

Ranks

N Mean Rank Sum of Ranks

Skor kelincahan Post Test (minggu ke 8) - Skor kelincahan Pre Test (minggu ke 0)

Negative Ranks 9a 5.00 45.00

Positive Ranks 0b .00 .00

Ties 0c

Total 9

a. Skor kelincahan Post Test (minggu ke 8) < Skor kelincahan Pre Test (minggu ke 0)

b. Skor kelincahan Post Test (minggu ke 8) > Skor kelincahan Pre Test (minggu ke 0)

c. Skor kelincahan Post Test (minggu ke 8) = Skor kelincahan Pre Test (minggu ke 0)

Test Statisticsa

Skor kelincahan Post Test (minggu ke 8) - Skor

kelincahan Pre Test (minggu ke 0)

Z -2.668b

Asymp. Sig. (2-tailed) .008

a. Wilcoxon Signed Ranks Test

b. Based on positive ranks.

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Kelompok * Kategori Kelincahan Pre

Crosstab

Kelompok Total

Perlakuan Kontrol

Count % within Kategori

Kelincahan Pre

Count % within Kategori

Kelincahan Pre

Count % within Kategori

Kelincahan Pre

Kategori Kelincahan Pre Bawah Rata-rata 2 50.0% 2 50.0% 4 100.0%

Rata-rata 7 50.0% 7 50.0% 14 100.0%

Total 9 50.0% 9 50.0% 18 100.0%

Chi-Square Tests

Value df Asymp. Sig. (2-

sided)

Exact Sig. (2-

sided)

Exact Sig. (1-

sided)

Pearson Chi-Square .000a 1 1.000

Continuity Correctionb .000 1 1.000

Likelihood Ratio .000 1 1.000

Fisher's Exact Test 1.000 .712

Linear-by-Linear Association .000 1 1.000

N of Valid Cases 18

a. 2 cells (50.0%) have expected count less than 5. The minimum expected count is 2.00.

b. Computed only for a 2x2 table

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Kelompok*Kategori Kelincahan Post

Crosstab

Kategori Kelincahan Post Total

Bawah Rata-rata Rata-rata Atas Rata-rata Sangat Baik

Kelompok

Perlakuan Count 0 0 2 7 9

% within Kategori Kelincahan Post 0.0% 0.0% 100.0% 100.0% 50.0%

Kontrol Count 2 7 0 0 9

% within Kategori Kelincahan Post 100.0% 100.0% 0.0% 0.0% 50.0%

Total Count 2 7 2 7 18

% within Kategori Kelincahan Post 100.0% 100.0% 100.0% 100.0% 100.0%

Chi-Square Tests

Value df Asymp. Sig. (2-

sided)

Pearson Chi-Square 18.000a 3 .000

Likelihood Ratio 24.953 3 .000

Linear-by-Linear Association 14.495 1 .000

N of Valid Cases 18

a. 8 cells (100.0%) have expected count less than 5. The minimum expected count

is 1.00.

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Means: Delta Kelincahan

Case Processing Summary

Cases

Included Excluded Total

N Percent N Percent N Percent

delta_kelincahan * Kelompok 18 100.0% 0 0.0% 18 100.0%

Report

delta_kelincahan

Kelompok Mean Std. Deviation Median Minimum Maximum

Perlakuan -5.7900 .83349 -5.3700 -7.16 -5.10

Kontrol -.7922 .38577 -.8000 -1.67 -.42

Total -3.2911 2.64740 -3.3850 -7.16 -.42

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Lampiran 4. Dokumentasi penelitian

85

Lampiran 5. Biodata mahasiswa

Identitas

Nama : Sarah Fauzianisa

NIM : 22010112130208

Tempat, tanggal lahir : Bandung, 1 Maret 1994

Jenis Kelamin : Perempuan

Alamat : Jl, Gondang Timur 2, Bulusan, Tembalang – Semarang

Nomor HP : 083822333913

e-mail : [email protected]

Riwayat Pendidikan

SD : SDN Banjarsari I, Bandung lulus tahun 2006

SMP : SMP Negeri 5 Bandung lulus tahun 2009

SMA : SMA Negeri 3 Bandung lulus tahun 2011

Fakultas Kedokteran Universitas Diponegoro masuk tahun 2012