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Development of a Qualitative Assessment Instrument for Cognitive Processes in Gaming Decision Diantina, Fanni Putri; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Pratama, Rifky Abdila; Halwa, Aqyla; Rahma, Dianita; Poerwandari, Elizabeth Kristi; Indirasari, Dyah Triarini
Global Medical & Health Communication (GMHC) Vol 11, No 3 (2023)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v11i3.12744

Abstract

Indonesia ranks 6th with the highest number of online gamers in Asia and 12th in the world gaming market. When online gamers become addicted, they lose the ability to halt or control their gaming behavior, leading to problematic behavior. Decision-making processes at the cognitive level are considered relevant in various addictive behaviors, including inappropriate gaming behavior. Exploratory research can be conducted using a qualitative technique, with data collected through in-depth interviews, to acquire an in-depth understanding of the comparison of the interaction process of each cognitive component in decision-making to play online games. This research was conducted in Bandung from December 2021 to December 2022. Steps are needed to develop guidelines that explore the functioning of affective and cognitive responses (coping, cognitive and affective bias, and craving and urge) and executive and inhibitory control. The guideline used a cognitive theoretical framework in addictive behavior, namely the I-PACE model, with a multidimensional theoretical basis. Through theoretical deepening, it was derived as a guideline divided into three main aspects, four sub-aspects, 32 main questions, and 36 probing questions.
Unlocking Early Detection and Intervention Potential: Analyzing Visual Evoked Potentials (VEPs) in Adolescents/Teenagers with Narcotics Abuse Tendencies from the TelUnisba Neuropsychology EEG Dataset (TUNDA) Wijayanto, Inung; Sulistyo, Tobias Mikha; Nur Pratama, Yohanes Juan; Safitri, Ayu Sekar; Rahmaniar, Thalita Dewi; Sa’idah, Sofia; Hadiyoso, Sugondo; Wibowo, Raiyan Adi; Kurnia Ismanto, Rima Ananda; Putri, Athaliqa Ananda; Khasanah, Andhita Nurul; Diliana, Faizza Haya; Azzahra, Salwa; Gadama, Melsan; Utami, Ayu Tuty
Journal of Electronics, Electromedical Engineering, and Medical Informatics Vol 6 No 4 (2024): October
Publisher : Department of Electromedical Engineering, POLTEKKES KEMENKES SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35882/jeeemi.v6i4.476

Abstract

Narcotics abuse has extensive negative impacts on individuals, families, and society, including physical harm to organs and mental health disorders. Addressing teenage narcotics problems requires collaborative efforts involving educational institutions, families, and psychologists. Currently, narcotics has increasingly targeted teenagers, becoming a serious issue that demands special attention in prevention and treatment. Handling narcotic problems at the adolescent level necessitates close collaboration among educational institutions, families, and the community, including psychologists. Emphasizing the importance of early detection and prevention, this study proposes a method to detect the possibility of narcotic abuse in adolescents using the Go/No-Go Association Task (GNAT) test designed by psychologists. The study introduced the TelUnisba Neuropsychology EEG Dataset (TUNDA), an open EEG dataset with data on the emotional and habitual aspects of drug abuse in Indonesia, classified into "normal" and "risk" by psychologists. The processed EEG signal is the visual evoked potential (VEP) within 1000 milliseconds following the visual stimulus onset. The data is classified as “slow” and “fast” based on respondent's responses using MobileNetV2 architecture. Results showed MobileNetV2 achieved the highest accuracy for both normal and risk categories, with accuracies of 0.86 and 0.85 respectively. This study obtained ethical clearance and received funding support from Telkom University and Universitas Islam Bandung, with technical assistance from the Smart Data Sensing Laboratory. The authors declare no conflicts of interest related to this study.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14222

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.
Adolescents' Perceptions of Communication with Parents About Sexuality Borualogo, Ihsana Sabriani; Hatta, Muhammad Ilmi; Khasanah, Andhita Nurul; Mubarak, Ali
Psympathic : Jurnal Ilmiah Psikologi Vol. 12 No. 1 (2025): PSYMPATHIC
Publisher : Fakultas Psikologi, Universitas Islam Negeri (UIN) Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/psy.v12i1.40073

Abstract

This study aimed to explore the topics adolescents discuss with their parents, how frequently these conversations occur, and how important adolescents perceive them to be. The participants were 331 middle school students aged 12–16 years (53.8% girls, 46.2% boys), selected through convenience sampling. Data were gathered using a questionnaire covering four domains of sexual communication: developmental and social issues, sexual safety, sexual experiences, and sexual activities. We applied Friedman test on data from a related sample, the Wilcoxon signed-rank test, the Mann-Whitney U test for comparing independent groups, and Spearman rank correlation. Results revealed that communication patterns differ between mothers and fathers. Mothers were more likely to discuss developmental and social issues, while fathers more often addressed sexual experiences. The findings highlight the need to enhance parent-adolescent communication about sexual matters.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14135

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.
Enhancing adolescent well-being in the digital age: exploring the interplay of parental and peer relationships with gender as a moderating variabel Aulia, Farah; Utami, Rahayu Hardianti; Magistarina, Elrisfa; Kurniawan, Rizal; Setiawan, M. Yasep; Ade, Frihapma Semita; Purna, Rozi Sastra; Hasanah, Afifah Nur; Khasanah, Andhita Nurul
Jurnal Konseling dan Pendidikan Vol. 13 No. 1 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1124200

Abstract

The internet has become essential to people of all ages, particularly teenagers, to access information, education, and entertainment. Studying adolescents' well-being has become a hot topic lately, with digital technology and the internet as part of everyday life. The purpose of this study is to examine the role of gender in moderating the relationship between parental and peer relationships with adolescent well-being. Participants in this study were 749 internet user adolescents from various regions in Indonesia, who were selected using convenient sampling techniques. Data was collected online using the EPOCH measure for adolescent well-being, parent-adolescent relationship scales, and friendship quality scales. The results of the hierarchical linear modelling indicate that there is a positive correlation between parent and peer relationships, and adolescent well-being. The findings indicate that the relationship between the two variables is more pronounced among the male population than the female population.