Abstract:Background: Playing angklung, an Indonesian traditional musical instrument and practicing silence have been shown to exert beneficial effects on emotion and cognition; the mechanism of such an effect possibly involve oxytocin. To date, only a few clinical and biomolecular studies have investigated the effects of playing angklung and practicing silence. This study aimed to examine the effects of playing angklung and practicing silence on human emotion and cognition and on oxytocin levels.
Methods: This experim… Show more
“…Indonesia has several traditional musical instruments, one of which is the angklung. Currently, angklung is not only played for performing arts but is introduced in schools starting from elementary school to university [1]. The uniqueness of the angklung instrument makes it a symbol of unity, struggle, and harmony [2], making this musical instrument very valuable for anyone who learns, plays, practices, and performs it, especially Indonesians.…”
Angklung is a traditional musical instrument from West Java, Indonesia. To play a song using this instrument can only be played in groups. The size of the musical instrument is quite large and prone to damage if carried anywhere, making it challenging to practice except in schools or music clubs. Since the pandemic, it has become increasingly difficult for students to practice angklung due to the limitations of face-to-face learning. This study aims to make it easier for students to practice and play angklung. The system is based on online multiplayer games so that students can learn and play angklung with more fun, and players can play anywhere. Players can use the mobile version of the angklung application as a substitute for the angklung instrument. Players can perform a duet with other players in playing the same song. The results of the player's performance will be displayed as scores and stored in the database. Besides that, a real-time feedback function is always displayed for each note played. To distinguish individual players and/or notes, we use vibration sensor technology installed in each mobile application or signal processing, and the system will recognise them properly. We propose a Short-time Fourier Transform (STFT) algorithm as a scoring system and realtime-feedback performance. We use class diagrams to describe the whole application system and describe the functionality of the system in detail. We collect some research related to angklung and technology. Currently, there is a little study that could answer all the problems of learning and training angklung. The results of this study in the form of a system design are the initial research stage and are used for the following research phase. In conclusion, the design of this study can solve the existing problems so that the system will make it easier for students to practice and play angklung.
“…Indonesia has several traditional musical instruments, one of which is the angklung. Currently, angklung is not only played for performing arts but is introduced in schools starting from elementary school to university [1]. The uniqueness of the angklung instrument makes it a symbol of unity, struggle, and harmony [2], making this musical instrument very valuable for anyone who learns, plays, practices, and performs it, especially Indonesians.…”
Angklung is a traditional musical instrument from West Java, Indonesia. To play a song using this instrument can only be played in groups. The size of the musical instrument is quite large and prone to damage if carried anywhere, making it challenging to practice except in schools or music clubs. Since the pandemic, it has become increasingly difficult for students to practice angklung due to the limitations of face-to-face learning. This study aims to make it easier for students to practice and play angklung. The system is based on online multiplayer games so that students can learn and play angklung with more fun, and players can play anywhere. Players can use the mobile version of the angklung application as a substitute for the angklung instrument. Players can perform a duet with other players in playing the same song. The results of the player's performance will be displayed as scores and stored in the database. Besides that, a real-time feedback function is always displayed for each note played. To distinguish individual players and/or notes, we use vibration sensor technology installed in each mobile application or signal processing, and the system will recognise them properly. We propose a Short-time Fourier Transform (STFT) algorithm as a scoring system and realtime-feedback performance. We use class diagrams to describe the whole application system and describe the functionality of the system in detail. We collect some research related to angklung and technology. Currently, there is a little study that could answer all the problems of learning and training angklung. The results of this study in the form of a system design are the initial research stage and are used for the following research phase. In conclusion, the design of this study can solve the existing problems so that the system will make it easier for students to practice and play angklung.
Background
Although mental health issues among Indonesian adolescents are of growing concern, a psychometrically valid measure of affect in Indonesia to inform related research and prevention and treatment efforts does not exist.
Methods
The present study’s aim was to culturally adapt and validate the widely used Positive and Negative Affect Schedule for Children (PANAS-C) among Indonesian adolescents. The original 30-item PANAS-C in English underwent forward and back translations to Bahasa Indonesia (the national language of Indonesia) followed by cognitive interviews with private and public school students ages 12–15 (n = 18). The adapted PANAS-C and measures to assess convergent validity were completed by 704 Indonesian adolescents from Greater Jakarta and the Javanese city of Surabaya (Mage = 13.56, SD = 0.906) (56.96% girls; 42.75% boys; 0.28% other). Most participants identified their ethnicity as Javanese (72.59%), Betawi (8.24%), or Sundanese (3.41%).
Results
Exploratory and confirmatory factor analyses were conducted, which resulted in 26 items with a two-factor structure consistent with the original PANAS-C: A 12-item Positive Affect subscale and a 14-item Negative Affect subscale. Internal consistency was satisfactory for the Positive Affect subscale (Cronbach’s alpha was 0.88; McDonald’s omega was 0.88) and excellent for the Negative Affect subscale, (Cronbach’s alpha was 0.90; McDonald’s omega was 0.89). Test-retest reliability was acceptable for all items, and convergent validity was confirmed by significant correlations with measures of distress and well-being.
Conclusion
The adapted PANAS-C was found to be a reliable and valid measure of positive and negative affect that can be used with Indonesian adolescent girls and boys. This is the first validated measure of positive and negative affect for young people in Indonesia, which fills a need in mental health research and practice.
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