Aware of Mental Health, Thursina IIBS Students Triumph Gold Medal in NSIF, Bali
Awareness of mental health in children and adolescents in Indonesia is growing. Based on the data, one in three of those age groups experiences mental health disorders, emotional disorders (anxiety and depression), and behavioral disorders. The case has caught the attention of students from Thursina International Islamic Boarding School (IIBS) of Junior High School, Nahla Chumaira Putri Aghna, Fakhira Mutmainnah, Zahra Keisha Khaulani Syam, Almira Nailid, Dzakiyyah Atmojo, and Aulia Ramadhania Putri. They came up with the idea of Midventure, a therapeutic game based on cognitive behavioral therapy (CBT) to develop the emotional and social skills of children and adolescents. They thriumphed gold medal with the idea in National Science and Invention Fair (NSIF).
Unstable emotions and negative thought patterns are common in children and adolescents. Midventure offers a unique and fun way to build emotional and cognitive resilience through play. Nahla Chumaira Putri Aghna said, the concept of game is group-based, can be followed by one to two people with a therapist or two to four people without a therapist. The CBT-based educational board has several components, such as an emotion, a physical sensation, and a level one game boards, also challenge and negative thought cards, a 60-second hourglass and many more. "The game is flexible, since it can be used in class, therapy session or even at home," she said.
Midventure has four stages. Firstly, the awareness and identification stage, players recognize their emotions and thoughts. Secondly, the stage where players challenge negative distortions. Thirdly, behavioral activation, players practice positive behaviors. Fourthly, problem solving and long-term resilience. The last stage is immensely crucial, to providing a strong foundation to deal with similar challenges in the future.
According to implementation and evaluation from respondents, several impacts of the Midventure game were found. The participants felt more confident managing their emotions. They were interested in implementing coping strategies learned through the game. Furthermore, the psychologists noted that they responded more positively about their feelings as well, including the way how to respond emotions. The results have confirmed that Midventure is an effective learning tool for children and adolescents.
Another impact is the high level of engagement. The players are involved during emotional reflection and completing the task cards. For example, interactive elements such as the “Mind Trap Cabinet” and problem-solving activities have attracted the attention of players. Midventure is expected to be widely distributed later. The team also would create a digital version or application to be more accessible. "We would like the benefits of integrating CBT principles in Midventure to be achieved, so that it could be valuable tool in supporting mental health of young people," said Nahla. (sls/lil)