DEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES
WHO has recognized the human rights related to mental health through Mental Health Legislation. However, disorders such as depression and other mental health issues remain common among students, especially in Indonesia. One prevalent mental health issue among students is depression, which can sig...
Saved in:
Main Author: | |
---|---|
Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/80804 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
id |
id-itb.:80804 |
---|---|
spelling |
id-itb.:808042024-03-13T09:05:08ZDEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES Abimanyu Anwar, Hasbullah Indonesia Final Project Educational game, depression, negative stigma, mental health, university students INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/80804 WHO has recognized the human rights related to mental health through Mental Health Legislation. However, disorders such as depression and other mental health issues remain common among students, especially in Indonesia. One prevalent mental health issue among students is depression, which can significantly impact normal individual functioning. Stigma surrounding depression, whether from the environment or self-imposed, often acts as a barrier to seeking professional help. One of the current best solutions is through intervention and education to change attitudes and foster a positive outlook on mental health disorders. Currently, education methods related to mental health face challenges of adaptability and a lack of implementation of essential communication skills. The approach through educational games has proven effective in reducing negative stigma towards mental illnesses. However, there are currently no educational games that meet the desired criteria. Therefore, this research develops an adventure game focusing on the stigma associated with depression that meets specific criteria, such as a narrative that reduces stigma, a university background to create an immersive experience, and interactive elements to enhance understanding. The designed game has been tested for its functionality and ability to convey necessary educational information to students. It received an average score of 6.19 in the satisfaction and user experience testing and an average score of 6.3 in the testing of the quality of the learning experience on a scale with a maximum value of 7. Using the Depression Stigma Scale and Self-Stigma of Depression Scale, and employing repeated measures ANOVA and paired t-test for data analysis, the game has also been tested for its effectiveness in reducing negative stigma among students by comparing it with conventional education methods, such as using a presentation in this research. 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 |
WHO has recognized the human rights related to mental health through Mental
Health Legislation. However, disorders such as depression and other mental health
issues remain common among students, especially in Indonesia. One prevalent
mental health issue among students is depression, which can significantly impact
normal individual functioning. Stigma surrounding depression, whether from the
environment or self-imposed, often acts as a barrier to seeking professional help.
One of the current best solutions is through intervention and education to change
attitudes and foster a positive outlook on mental health disorders. Currently,
education methods related to mental health face challenges of adaptability and a
lack of implementation of essential communication skills. The approach through
educational games has proven effective in reducing negative stigma towards mental
illnesses. However, there are currently no educational games that meet the desired
criteria. Therefore, this research develops an adventure game focusing on the
stigma associated with depression that meets specific criteria, such as a narrative
that reduces stigma, a university background to create an immersive experience,
and interactive elements to enhance understanding. The designed game has been
tested for its functionality and ability to convey necessary educational information
to students. It received an average score of 6.19 in the satisfaction and user
experience testing and an average score of 6.3 in the testing of the quality of the
learning experience on a scale with a maximum value of 7. Using the Depression
Stigma Scale and Self-Stigma of Depression Scale, and employing repeated
measures ANOVA and paired t-test for data analysis, the game has also been tested
for its effectiveness in reducing negative stigma among students by comparing it
with conventional education methods, such as using a presentation in this research. |
format |
Final Project |
author |
Abimanyu Anwar, Hasbullah |
spellingShingle |
Abimanyu Anwar, Hasbullah DEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES |
author_facet |
Abimanyu Anwar, Hasbullah |
author_sort |
Abimanyu Anwar, Hasbullah |
title |
DEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES |
title_short |
DEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES |
title_full |
DEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES |
title_fullStr |
DEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES |
title_full_unstemmed |
DEVELOPMENT OF AN EDUCATIONAL VIDEO GAME TO REDUCE NEGATIVE STIGMA TOWARDS UNIVERSITY STUDENTS WITH DEPRESSIVE TENDENCIES |
title_sort |
development of an educational video game to reduce negative stigma towards university students with depressive tendencies |
url |
https://digilib.itb.ac.id/gdl/view/80804 |
_version_ |
1822996968765390848 |