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1.
9th International Conference on Electrical Engineering, Computer Science and Informatics, EECSI 2022 ; 2022-October:250-255, 2022.
Article in English | Scopus | ID: covidwho-2156036

ABSTRACT

The COVID-19 pandemic has significantly impacted increasing mental health problems in Indonesia. People were haunted by anxiety, fear, and mental stress resulting from isolation activities, as well as physical restrictions and conditions of uncertainty. Even data before the pandemic showed that mental health problems were a task that had not been entirely resolved, both in Indonesia nationally and internationally. According to data from the Ministry of Health of the Republic of Indonesia, in 2016, there were 1,800 data on suicides in one year. This is equivalent to a total of 5 people who commit suicide in one day. Even sadder, it is known that 47.7% of suicide victims are aged 10 to 39 years, namely teenagers and productive age, including university students. Therefore, this study aims to design an e-counseling-based expressive writing therapy platform for college students. The expressive writing therapy method was chosen because it has a positive effect on depressive symptoms. The final result of this research is a system design in the form of a UML diagram that describes the actors, process flows, and system components, and also the prototype of the system. © 2022 Institute of Advanced Engineering and Science (IAES).

2.
6th Information Systems International Conference, ISICO 2021 ; 197:545-556, 2021.
Article in English | Scopus | ID: covidwho-1671058

ABSTRACT

Lecturers in Indonesia face the challenge of presenting interesting lectures so that they can improve student achievement. One way that can do is to integrate gamification elements in the learning process. The application of gamification to the learning method can be made using a platform, namely Kahoot! This study focuses on evaluating Kahoot! as a learning method that is useful and enjoyable for students in Indonesia, especially during the Covid-19 pandemic. The results of this study can be used to determine the continued use of Kahoot! as a learning method that combines gamification elements to improve student achievement. This study obtained data from a questionnaire distributed to 301 respondents who were students in Indonesia. The data acquired will be processed with Partial Least Square-Structural Equation Modeling (PLS-SEM). This study evaluates the constructs of Competitiveness, Challenge, and Enjoyment which are elements of gamification. In addition, this study also assesses the constructs of Perceived Usefulness, Satisfaction, and Individual Impact. The results of this study, Competitiveness, and Enjoyment are proven to affect Continued Used through the construct of Perceived Usefulness. Meanwhile, Enjoyment affects Individual Impact through the Satisfaction construct, while Satisfaction affects Individual Impact. This study also produces recommendations for lecturers who will use Kahoot! in the learning process. © 2021 The Authors. Published by Elsevier B.V.

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