TERAPI CYBERBULLYING BERBASIS REKREASI

Main Article Content

Elizabeth Clara
Franky Liauw

Abstract

A lot of new problem arise as the result of the development of information and digital technology that leads to the use of the Internet by millennials, namely cyberbullying. Cyberbullying hasn’t been solved by the millennials even the though the causes has been known. This problem also affects the other generations such as generation X and generation Z also feel the impact. To be more spesific, the definition of cyberbullying is the development of bullying from the traditional way to using digital devices. This is important because until now this problem still underestimated and hasn't received any special treatment even though the bullying cause a lot off negative effect such as depression which lead to suicide. This statement supported by the Kaspersky Lab's researchThe problem is 20% of people who witness of cyberbullying and 7% of the cases of those involved in bullying. Cyberbullying Theracreation project is designed to raise the awareness of cyberbullying in the community targeting the bullier. Theracreation are created from the word combination of theraphy and recreation. it’s related to the used solution method of the project called cognitive behaviour therapy (CBT). It’s combined with spatial experience in architecture and digital technology which consists of VR so that the therapy process is carried out without having to deal directly with a psychologist. The benefits of this therapeutic system can be done at any time in a predetermined location so that improving the community's process of cyberbullying can be done effectively. For the design concept, emphasize on the improvements in the community the concept building which blend with the level difference building design and focusing the activities at one center point.

 

Abstrak

Sebagai hasil dari perkembangan teknologi informasi dan digital yang mengarah pada penggunaan Internet secara berlebihan oleh generasi millenial muncul masalah yaitu intimidasi dunia maya atau lebih dikenal dengan cyberbullying. Cyberbullying sendiri tidak terpaku pada generasi milenial saja melainkan generasi lainnya seperti generasi X dan generasi Z. Cyberbullying merupakan pengembangan perilaku bullying dari cara tradisional ke penggunan perangkat digital. Untuk menangani kasus tersebut diajukanlah proyek Cyberbullying Theracreation atau Terapi Cyberbullying berbasis rekreasi yang difokuskan untuk membangun cyberbullying awareness dalam masyarakat khususnya pelaku cyberbullying. Karena sampai sekarang belum kasus ini masih disepelekan dan belum mendapat perlakuan khusus. Hal tersebut didukung oleh hasil penelitian Kaspersky Lab. Cyberbullying dapat menimbulkan pemikiran tentang bunuh diri, terkadang bertahan hingga dewasa. Bahayanya 20% dari orang-orang yang menyaksikan bullying secara online dan di 7% kasus mereka bahkan berpartisipasi dalam kasus bullying. Theracreation sendiri berasal dari pengabungan kata terapi (therapy) dan rekreasi (recreation) ini mengacu pada metode yang digunakan yaitu terapi rekreasi berprogram terapi kognitif perilaku (CBT) yang dipadukan dengan unsur arsitektur (pengalaman ruang) dan teknologi digital berupa VR sehingga proses terapi dilakukan tanpa harus berhadapan langsung dengan psikolog. Keuntungan dari sistem terapi ini adalah terapi bisa dilakukan kapanpun di lokasi yang sudah ditentukan sehingga dalam proses meningkatkan empati masyarakat terhadap cyberbullying bisa dilakukan secara efektif. Dalam desainnya, dengan tetap menekankan peningkatan empati dalam masyarakat dciptakan konsep arsitektur yang berbaur sehingga perbedaan level pada bangunan tersamarkan dan memusatkan aktivitas pada 1 titik pusat.

Article Details

Section
Articles

References

Akbulut, E. (2011). Cyberbullying and victimisation among Turkish University students. Anadolu University

Blackwell, W. (2012). Neufert Architects Data Fourth Edition By Wiley Blackwell. Blackwell Publishing: United Kingdom

Bohil, A. B. (2011). Virtual reality in neuroscience research and therapy. Department of Psychology University of Central Florida.

Bo, S. X., Wong, Y. M. (2013. Cyber-Bullying Among University Students: An Empirical Investigation from the Social Cognitive Perspective. Diakses 20 juli 2019 https://pdfs.semanticscholar.org/4c23/3fc6080735e7b5869b3125bbed0198138b55.pdf

Carmona, et al. (2003). Public Places : Urban Space, the dimension of urban design. Architectural Press. 111.

Dilmac, B. (2009). Psychological Needs as a Predictor of Cyber bullying: a Preliminary Report on College Students.

Forty, A. (2000). Words and Building: A Vocabulary of Modern Architecture. New York: Thames & Hudson.

Keputusan Direktur Jendral Perhubungan Darat No : 272/HK.105/DRJD/9. 1993. Pedoman Teknis Penyelengaraan Fasilitas Parkir. Dalam https://www.andalalindkijakarta.com/file/12_272_PEDOMAN_TEKNIS_FASILITAS_PARKIR.pdf.Diakses : 18 Juli 2019

Koolhaas, R., Mau, B. (1995). S, M, L, XL. Rotterdam: 010 Publishers.

Lee, C., Jacoby, S. (2011). Typological Urbanism and The Idea of the City. London: Wiley.

Moneo, R. (1987). On Typology. Oppositions, 22-45.

Strauss, W., Howe, N. (2000). Millennials Rising: The Next Great Generation. Cartoons by R.J. Matson. New York: Vintage Original

Stream VR. (2019). Valve Corporation. Diakses 10 juni 2019. https://www.steamvr.com/en/

Stop Bullying. 2018. What is cyberbullying. Diakses 20 juli 2019. https://www.stopbullying.gov/cyberbullying/

Sussman, A. (2014). Cognitive Architecture : Designing for How We Respond to the Built Environment.

Taylor & Dilmaç, B. (2009). Psychological needs as a predictor of cyber bullying: A preliminary report on college students. Francis Ltd : London, United Kingdom

Tjahjono, G. (1999). Peran Arsitektur dan Antropologi dalam Tata

Ruang Kota Indonesia Abad ke-21. Antropologi Indonesia 59, 80-94.

Vidler, A. (1977). The Third Typology. Oppositions, 7-16.