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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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
id id-itb.:64985
spelling id-itb.:649852022-06-19T18:39:55ZHEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN Mumtahani Dhiaulhaq, Tsaniya Indonesia Final Project kecanduan gadget, ruang pengalih, sentra kreatif, anak dan remaja INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/64985 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
format Final Project
author Mumtahani Dhiaulhaq, Tsaniya
spellingShingle Mumtahani Dhiaulhaq, Tsaniya
HEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN
author_facet Mumtahani Dhiaulhaq, Tsaniya
author_sort Mumtahani Dhiaulhaq, Tsaniya
title HEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN
title_short HEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN
title_full HEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN
title_fullStr HEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN
title_full_unstemmed HEALING AMONG YOUTH WITH CREATIVE MOVEMENT; GADGET ADDICTION REHABILITATION CENTER FOR CHILDREN AND ADOLESCENTS IN KOTABARU PARAHYANGAN
title_sort healing among youth with creative movement; gadget addiction rehabilitation center for children and adolescents in kotabaru parahyangan
url https://digilib.itb.ac.id/gdl/view/64985
_version_ 1822004722646646784