2 research outputs found

    Adolescents' Attitude toward HIV/AIDS Prevention in Yogyakarta

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    Acquired immunodeficiency syndrome (AIDS) is the second leading cause of death in adolescent groups in the world. In Indonesia, the rate of human immunodeficiency virus (HIV)-infected adolescents increases annually. Yogyakarta, well-known as the education city, has the highest number of HIV/AIDS cases in the productive age group of 20–29 years old, which means that they have been already infected with HIV since teen age. This study aimed to determine influential factors that affect adolescents' attitude toward HIV/AIDS prevention. The study was an analytic survey research with a cross-sectional design. Stratified random sampling was applied to select a sample size of 128 respondents of class XI at Muhammadiyah 3 Yogyakarta Senior High School in 2017. Data were taken by using questionnaires that had been tested for validity and reliability. Data were analyzed by chi-square test and logistic regression. Theresults revealed that most of the respondents received information on HIV/AIDS from media (47.7%), have a good knowledge level (82%), and support the prevention of HIV/AIDS (96.9%). The source of information and knowledge level had a statistically significant relation with adolescents' attitude toward HIV/AIDS prevention. Knowledge level is the most influential factor to adolescents' attitude toward HIV/AIDS prevention (p value = 0.006, PR = 1.199; 95% confidence interval = 1052–1367)

    BLUE MIRROR: A Portable Escape Experience for Sustainability Empowerment

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    This project is a collaboration between TUDelft and Sherlocked, one of the stakeholders of BLUE MIRROR. The aim of this project is bringing knowledge and fun together in a sustainability themed portable escape room experience. During the Research phases, the current market of available experiences closely related to the new design was mapped out, looking at competitors, users and trends. Target users have been involved to cocreate the design, using context mapping, journey mapping and generative sessions. Which helped grasp the expectations and emotions during use, and gave valuable insights for the design. This report delivers a full concept of the designed user interactions with the room itself and embodiment of these interactions within the room. This includes designing the interfaces, as well as the narrative that guides them through the experience. The interface can consist of a combination of digital and physical components that together allow users to solve challenges within the room. Interactions of users with these objects will be designed so that the level of difficulty is suitable for the audience to achieve the goal within the allotted time. The narrative will be the overarching structure and information layering of the design that helps to carry the educative message in a playful manner to ensure it is an engaging learning experience. The report will conclude with suggestions for further research based on qualitative interviews with the target audience.BLUE MIRRORDesign for Interactio
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