HEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN

The rapid development of increasingly sophisticated technology has made technology, especially gadgets, a part of today's human needs. Conditions where a person uses gadgets excessively, continuously, and uncontrollably can lead to addiction or attachment behavior. Gadget addiction can cause pr...

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Bibliographic Details
Main Author: Mumtahani Dhiaulhaq, Tsaniya
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/64985
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:The rapid development of increasingly sophisticated technology has made technology, especially gadgets, a part of today's human needs. Conditions where a person uses gadgets excessively, continuously, and uncontrollably can lead to addiction or attachment behavior. Gadget addiction can cause problems in physical, psychological, and social health. Generation Z from 6 to 19 years old is the generation that accesses gadgets the most, according to a survey taken by PT Nielsen Indonesia (2017). Children and adolescents are very sensitive to intellectual, emotional, and spiritual intelligence, even though they have a lot of potential as a Golden age and as a period of child development. These issues can affect the thinking development of the children in the future, and also affect their character, personality, and cognitive abilities (Santrock, 2011). Therefore, it is necessary to create an environment that can change the habit of using excessive gadgets, for example by doing positive and productive activities. The activity diversion room is expected to assist the therapeutic process in gadget addiction and become a means for education, rehabilitation, recreation, and appreciation. The concept of creative movement in creating a rehabilitation center that involves users for activities in it can be through flexibility, it also attracts the user's desire to be involved in the building through creative images, and involves the surrounding area and nature in responding to aspects of user comfort through connectivity, creativity, and interactivity based on particular interests that are applied to the buildings.