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Using Attention-Based Design To Intervene In Decisions To Share Misinformation By Millennials Amin, Zaid; Ali, Nazlena Mohamad
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1984

Abstract

Having attentive behavior when a user decides to share information on social media is essential. Through such attentive behavior, users are more effectively identify misinformation so that they are not affected by its latent misleading information. In fact, through the vast growth in information in the omnipresence of online media today, increasingly we observe behavioral problems stemming from our one-click habit of easy decision making. This spread of misinformation can literally do severe damage, such as making medical decisions while distracted by receiving COVID-19 misinformation. However, although much research has explored traceability and situation prediction on the spread of misinformation, more research is required to prevent and understand the distraction that exists on human attention, allowing such spreading. Questions arise on how technological interventions can handle the lack of user awareness and when deciding to share information. The research objectives of this study are to investigate and intervene in the role of user attention factors when users decide to share information online. The study uses a mixture of quantitative and qualitative methods. In Study 1, we determined the importance of the attention factor in sharing information on social media by conducting a self-report survey (n=112). We also designed and experimented with a visual selective attention system (VSAS) to intervene in a Millennial’s decision (n=38) by applying an attention-based design approach in Study 2. We conclude that the intervention significantly improved user choices about what they share on online media. Engaging in attentive behavior while sharing information is expected to reduce the spread of misinformation. Furthermore, attentive behavioral factors are needed to form the basis of developing interactions in the design of future social media application systems and produce continuous knowledge that conducts to the non-coercive approach of handling misinformation sharing behavior
Sosialisasi dan Pelatihan Permainan Digital EmoGame untuk meningkatkan kognitif lansia di Werdha Dharma Bakti Sumatera Selatan damayanti, nita rosa; Ali, Nazlena Mohamad; Antoni, Darius
Jurnal Nasional Pengabdian Masyarakat Vol. 6 No. 1 (2025): Jurnal Nasional Pengandian Masyarakat
Publisher : Training & Research Institute - Jeramba Ilmu Sukses

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jnpm.v6i1.2659

Abstract

EmoGame is a cognitive and emotional game that is useful for helping the elderly with Mild Cognitive Impairment (MCI). EmoGame was developed with a memory therapy approach. This therapy can help cognitive and positive emotions and introduce objects through images, such as images of old objects and old music in old age. This study aims to build a game application for the elderly with MCI on the Android platform to support the improvement of cognitive abilities and positive emotions in the elderly. This application has two games, namely memory puzzles and memory exploration. with the socialization and training at Werdha Dharma Bakti South Sumatra, it is hoped that this EMogame application can be used for the elderly who have experienced cognitive disorders to always practice memory recall. with training using this EMoGame application, we hope that the health of the elderly's memory will be slow to decline so that the elderly will always live healthily.