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LAPORAN ANALISIS JURNAL

The Effectiveness Of Therapeutic Play, Using Virtual Reality


Computer Games, In Promoting The Psychological Well-Being Of
Children Hospitalised With Cancer

OLEH:

Yudhi Ariesandi Rauf

2020242043

DOSEN PEMBIMBING:

Ns. Andre Fernandes M.Kep, SP, An

PROGRAM STUDI ILMU KEPERAWATAN


FAKULTAS ILMU KESEHATAN
UNIVERSITAS PAERINTIS INDONESIA
2021
The effectiveness of therapeutic play, using virtual reality computer games, in
promoting the psychological well-being of children hospitalised with cancer
William HC Li, Joyce OK Chung and Eva KY Ho
Abstract
Background : There has been an increase in the use of therapeutic play intervention
to help children cope with the stress of hospitalisation. However, it is not clear
whether therapeutic play is an appropriate psychological intervention for Chinese
children hospitalised with cancer.
Aims : To examine the effectiveness of therapeutic play, using virtual reality
computer games, in minimising anxiety and reducing depressive symptoms in Hong
Kong Chinese children hospitalised with cancer.
Method : Hong Kong Chinese Children (8–16 years of age), admitted to a paediatric
oncology ward for the treatment of cancer during a 14-month period, were invited to
participate in the study. Of the 122 children, 70 formed the control group receiving
routine nursing care and 52 in the experimental group receiving therapeutic play
interventions.
Result : The results showed that children in the experimental group reported
statistically significant fewer depressive symptoms than children in the control group
on day 7. The results, however, find no differences in children’s anxiety scores
between the two groups on day 7.
Conclusions : The study provides empirical evidence to support the effectiveness of
therapeutic play, using virtual reality computer game, in the psychological preparation
of children hospitalised with cancer, thus charting a path towards promoting holistic
and quality care.
Key words: cancer, children, nurses, nursing, psychological, therapeutic play, virtual
reality

No Kriteria Jawab Pembenaran & Critical thinking


1 P Ya The diagnosis and treatment of cancer is a stressful
andthreatening experience for children (Hicks &
Lavender 2001, (Penkman et al. 2006). Although
survival rates for childhood cancer are higher than
ever before, the course of treatment for cancer, such
as chemotherapy, surgery or radiotherapy, is still a

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very stressful experience in the life of a child (Stam


et al. 2006, Williams et al. 2006). However,
children with cancer may not only be at risk from
adverse medical effects, their psychosocial well-
being may also be severely affected as a result of
the cancer and its therapy (Langeveld et al. 2004).
2 I Ya  Selain menerima perawatan biasa, anak-anak
menerima intervensi bermain terapeutik selama 30
menit menggunakan permainan komputer realitas
virtual setiap hari (lima hari seminggu)
 Studi sebelumnya (Cooper & Blitz 1985, LeVieux-
Anglin & Sawyer 1993) menunjukkan bahwa anak-
anak usia sekolah lebih berorientasi pada teman
sebaya dan mereka dapat mengambil manfaat dari
pengajaran dan pembelajaran kelompok.
 Untuk memastikan anak-anak kanker dapat terlibat
dalam permainan komputer virtual reality, waktu
pelaksanaan fleksibel dan sesi berulang dilakukan
pada siang hari.
3 C Tidak
4 O Ya Its most important contributions is empirical
evidence to support the effectiveness of using
therapeutic play intervention in helping children
hospitalised with cancer ease the burden of cancer
treatment and making their cancer journey less
difficult.

Kesimpulan : Hasil dari penelitian ini memberikan bukti empiris tentang manfaat
menggabungkan permainan terapeutik dalam membantu anak-anak meringankan
beban psikologis pengobatan kanker dan rawat inap, sehingga memetakan jalan
menuju promosi perawatan yang holistik dan berkualitas.

Peluang Penerapan EBN ini di Indonesia :


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