Fachry Ali
The Institute for the Study and Advancement of Business Ethics (LSPEU Indonesia)

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

VIRTUAL REALITY SEBAGAI PENGINDUKSIAN EMOSI NEGATIF DI INDONESIA Ali, Fachry; Grasiaswaty, Novika; Triman, Arif
Mediapsi Vol 7, No 1 (2021): JUNE
Publisher : MEDIAPSI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.mps.2021.007.01.7

Abstract

Emotion is the driving motive of life for humans. The induction of emotions is necessary to understand the behavioural effects and neurobiological determinants of human emotions. The goal of the present work was to examine the effectiveness of virtual reality as a tool to induce negative emotions among a sample of Indonesian participants (N = 20, with the age ranging between 18 and 25 years old). Emotional manipulation in this research used the immersive video watching method to induce negative emotions, which was measured using the emotional baseline scale.  The finding revealed that among the five negative emotions tested, virtual reality significantly induced anger. What can be implied from this finding is that virtual reality can be of use as a reference for the immersive video database in emotion induction research.Emosi merupakan motif penggerak kehidupan bagi manusia. Penginduksian emosi diperlukan untuk memahami efek perilaku dan penentu neurobiologis emosi manusia. Penelitian ini bertujuan menguji keefektifan virtual reality sebagai alat menginduksi emosi negatif pada responden di Indonesia. Partisipan penelitian berjumlah 20 mahasiswa dengan  rentang usia 18-25 tahun. Manipulasi emosi dalam penelitian ini menggunakan metode menonton video immersive untuk menginduksi emosi negatif yang diukur dengan skala emotional baseline. Hasil penelitian menunjukkan bahwa virtual reality secara signikan mampu menginduksi emosi marah dari lima emosi negatif yang diuji. Implikasinya, virtual reality dapat dijadikan sebagai suatu rujukan database video immersive dalam penelitian penginduksian emosi.
KOLABORASI MIS MAARIF NGADIKERSO PADA MASYARAKAT NGADIKERSO DALAM PROSES PENDIDIKAN Ali, Fachry
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.14901

Abstract

This study examines the collaboration between MIS Maarif Ngadikerso, an elementary Islamic school in Ngadikerso village, and the local community. Using a qualitative approach with case studies through interviews, observations, and documentation, the research finds that this collaboration enhances students' learning motivation, social skills, and enrichment of learning materials. The main challenges include limited resources and low community involvement, addressed through effective communication and partnerships with government and non-government organizations. This collaboration is crucial for improving educational quality and local relevance.   Keywords: collaboration, community, education, islamic school
VIRTUAL REALITY SEBAGAI PENGINDUKSIAN EMOSI NEGATIF DI INDONESIA Ali, Fachry; Grasiaswaty, Novika; Triman, Arif
Mediapsi Vol 7 No 1 (2021): JUNE
Publisher : Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.mps.2021.007.01.7

Abstract

Emotion is the driving motive of life for humans. The induction of emotions is necessary to understand the behavioural effects and neurobiological determinants of human emotions. The goal of the present work was to examine the effectiveness of virtual reality as a tool to induce negative emotions among a sample of Indonesian participants (N = 20, with the age ranging between 18 and 25 years old). Emotional manipulation in this research used the immersive video watching method to induce negative emotions, which was measured using the emotional baseline scale.  The finding revealed that among the five negative emotions tested, virtual reality significantly induced anger. What can be implied from this finding is that virtual reality can be of use as a reference for the immersive video database in emotion induction research.Emosi merupakan motif penggerak kehidupan bagi manusia. Penginduksian emosi diperlukan untuk memahami efek perilaku dan penentu neurobiologis emosi manusia. Penelitian ini bertujuan menguji keefektifan virtual reality sebagai alat menginduksi emosi negatif pada responden di Indonesia. Partisipan penelitian berjumlah 20 mahasiswa dengan  rentang usia 18-25 tahun. Manipulasi emosi dalam penelitian ini menggunakan metode menonton video immersive untuk menginduksi emosi negatif yang diukur dengan skala emotional baseline. Hasil penelitian menunjukkan bahwa virtual reality secara signikan mampu menginduksi emosi marah dari lima emosi negatif yang diuji. Implikasinya, virtual reality dapat dijadikan sebagai suatu rujukan database video immersive dalam penelitian penginduksian emosi.