Putri, Tissa Aulia
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Improving or worsening? : the development and evaluation of a VR-based psychotherapy to bullying victims and perpetrators in school adolescents Mulyono, Sigit; Setiawan, Agus; Sari, Indah Permata; Rachmawati, Utami; Yulianti, Eka Putri; Putri, Tissa Aulia; Siahaan, Eva Winda Sarma; Shabrina, Citra Hafilah; Runesi, Odis; Suhaiba, Suhaiba
Jurnal Ners Vol. 20 No. 3 (2025): VOLUME 20 ISSUE 3 (AUGUST 2025)
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jn.v20i3.71145

Abstract

Introduction: This study evaluated the effectiveness of a Virtual Reality (VR)-based emotional regulation intervention in addressing bullying among school adolescents, focusing on changes in self-perceived roles as victims or bullies and associated difficulties. Methods: This study used a quasi-experimental design, with 98 junior high school students assigned to either a four-session VR intervention (n=33) or a no-treatment control group (n=65). The intervention consisted of four 15-minute psychotherapy sessions using the PeriXa Batin VR module. Data were collected using the Strengths and Difficulties Questionnaire and System Usability Scale (SUS). Statistical analyses included the Mann-Whitney U test, a General Linear Model (GLM), and thematic analysis. Results: The intervention was associated with a significant reduction in self-perceived bullying behaviors (p < 0.001), particularly among males. However, it also led to an increase in self-reported difficulty scores (p < 0.005). The VR module was received positively, with high usability ratings, although some participants reported minor technical issues and temporary discomfort, such as dizziness. The VR intervention effectively fostered self-awareness, which may explain both the reduction in bullying and the concurrent increase in emotional distress as victims confronted their experiences. The limitations include short intervention duration, small sample size, and reliance on self-reported data. Conclusions: While VR is a promising tool, schools should implement it alongside support systems, such as counseling, to help students manage the challenges of increased self-awareness. Future research should focus on the long-term effects and integration of such technologies into comprehensive school wellness programs.
Effectiveness of Healthy Lifestyle Education through Card Games for The Early Detection and Prevention of Cancer in Women: A Quasi-Experimental Study Nuraini, Tuti Nuraini; Gayatri, Dewi; Afiyanti, Yati; Putri, Tissa Aulia; Hassan, Hamidah
Jurnal Keperawatan Soedirman Vol 20 No 3 (2025): Jurnal Keperawatan Soedirman (JKS)
Publisher : Fakultas Ilmu-ilmu Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jks.2025.20.3.15916

Abstract

Cancer prevention and early detection efforts in Indonesia remain suboptimal, primarily due to limited public awareness. Therefore, this study evaluated the effectiveness of a card game–based educational intervention in improving women’s knowledge of early cancer detection and healthy lifestyle practices. The researchers employed a quasi-experimental design involving 70 women in Depok and Jakarta, with 40 assigned to the intervention group and 30 to the control group. Eligible participants completed a validated questionnaire before and after the intervention. The intervention group received an interactive education session using card games, while the control group received a standard informational brochure. The ANCOVA analysis revealed a significant increase in post-test knowledge scores in both the intervention and control groups (mean square = 190.301, p < 0.05). However, a significant difference in knowledge score improvement was observed in the intervention group (mean square = 23.618, p < 0.05). These findings suggest that card game–based educational interventions have the potential to improve public understanding of cancer prevention and early detection. It is recommended that larger randomized controlled trials integrate this card game into community health activities (such as school-based programs) to ensure broader engagement and the sustainability of cancer awareness initiatives.