recreation programs
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2021 ◽  
pp. 1-16
Author(s):  
Jackie Oncescu ◽  
Julia Froese ◽  
Megan Fortune ◽  
Lauren Green ◽  
Justine Jenkins

Author(s):  
Ronaldo Sebastian ◽  
Sutarki Sutisna

Media information continues to grow with the presence of technology that increasingly brings convenience for humans. Communication can be conveyed quickly and effectively. One of the technological developments that support information media is Virtual Reality (VR). But the effect of this technology sometimes has a negative impact on health and society. With technology, people are increasing distance and tend to enjoy technology rather than having interaction with other people. Therefore, Kebon Jeruk Digital Recreation Park project gives the idea of openness with open architecture theme . The concept given is in accordance with the trend of this VR technology. The technology program is designed so that it can provide positive social, educational and recreational aspects. This project provides recreational education to the community about technological development.VMost of all the programs are developed with VR technology and open architecture. Visitors can enjoy educational and recreative facilities provided by technology. There are also different types of VR such as AR. The method used is the transprogramming method by combining all programs around the area combined with digital concepts. The existing program around the area suck as food and drinks that are available but not quality processed well will be designed integrated with other educational recreation programs. Keywords:  open architecture; technology; transprogramming; virtual reality Abstrak Media informasi terus berkembang dengan hadirnya teknologi yang semakin membawa kemudahan bagi manusia. Komunikasi dapat tersampaikan secara cepat dan efektif. Salah satu perkembangan teknologi yang mendukung media informasi adalah Virtual Reality (VR). Namun perkembangan teknologi ini terkadang memberi dampak negatif untuk kesehatan dan sosial di masyarakat. Dengan adanya teknologi, orang-orang semakin menjauh dan cenderung menikmati teknologi dibanding harus berinteraksi dengan orang lain. Maka dari itu, proyek Taman Rekreasi Digital Kebon Jeruk memberi ide dalam hal keterbukaan yang bertemakan Arsitektur Terbuka. Konsep yang diberikan sesuai dengan trend kemajuan teknologi VR ini. Teknologi di dalamnya dirancang sehingga dapat memberikan aspek sosial, edukasi dan rekreatif yang positif. Proyek ini bertujuan untuk memberikan edukasi yang bersifat rekreatif kepada masyarakat tentang kemajuan teknologi. Program yang dibawakan dikembangkan dengan  teknologi VR yang ada sekarang dan bersifat Arsitektur Terbuka. Pengunjung dapat menikmati sarana edukasi dan rekreasi yang diberikan dari program teknologi yang ada. VR yang digunakan juga berbeda jenis dan juga ada yang menggunakan AR. Metode yang digunakan yaitu metode transprogramming dengan menggabungkan seluruh program yang disekitar kawasan dan juga dibutuhkan masyarakat digabungkan dengan konsep digital yang dirancang. Program disekitar kawasan yang ada berupa makanan dan minuman yang ada namun tidak terolah akan dirancang terintegrasi dengan program bangunan rekreasi edukatif lainnya.


Author(s):  
Eui Jae Kim ◽  
Hyun Wook Kang ◽  
Seong Man Park

This study gathered previous research on the effects of therapeutic recreation programs for the elderly conducted in Korea in order to investigate the average effect size as well as the factors that influence the effect sizes. This study connoted findings of individual studies related to therapeutic recreation programs for the elderly from 2000 to 2018. A total of 15 papers were selected for meta-analysis. To analyze the data, a comprehensive meta-analysis 2.0 software program was used. Firstly, the overall mean effect size of the therapeutic recreation programs for the elderly was 0.644, and it was medium size. Secondly, for each dependent variable, the mean effect size on social emotional domain was 0.739, the mean effect size on physical domain was 0.548, and the mean effect size on cognitive domain was 0.485. Thirdly, major factors that influence the effect of therapeutic recreation programs for the elderly appeared to be the program period and hours per session. The results of this study prove that therapeutic recreation programs for the elderly can be an effective way to bring along a positive change, and show that the program period and hours per session are crucial factors in the design of therapeutic recreation programs for the elderly.


2020 ◽  
Vol 44 (2) ◽  
pp. 89-98
Author(s):  
Paul R. Milton ◽  
Lisa M. Williamson ◽  
Kenneth Brubaker ◽  
Michael Papania

This study explored the rates of retention among students who entered a campus recreation facility. The purpose of the study was to determine the statistical significance of the rates of retention within several commonly studied demographic categories. Recent research in the field reported that student participation in campus recreation programs contributes to student retention. The researchers in this study also sought to determine whether there was a significant impact on campus recreation participants to return not only to the campus recreation center but to the university during the following fall term. Data were collected during a specific spring and subsequent fall semester to determine whether those who entered the recreation center during the spring enrolled in the fall term. Student entries were initially categorized by the number of visits 1–30, 31–60, 61–90, and 91–120 and were compared to students who did not enter. A χ2 analysis was conducted to compare the data collected from spring to fall terms and the results were separated by gender and overall participation. This suggests a positive relationship between entry into the recreation center and student retention from the spring to fall terms.


2020 ◽  
Vol 13 (6) ◽  
pp. 67
Author(s):  
Hüseyin Çevik

The problems university students face during their education life often lead to undesirable situations as stress resources. Thus, various methods, techniques and strategies are employed in order to avoid negative effects of stress in their lives. Leisure is one of the effective methods in coping with stress, and leisure coping strategies are “leisure companionship”, “leisure palliative coping” and “leisure mood enhancement”. However, there are few studies in the literature focusing on the relationship between these strategies and perceived stress. Exploring this relationship is believed to provide valuable insights for university administrations so that they might offer effective recreation programs for their students. Therefore, this study aims to examine the relationship between perceived stress and leisure coping strategies. In addition, it examines whether there is a difference in perceived stress and strategies according to time spent for leisure activities and type of leisure participation. The participants of the study are 338 students, who were determined by using convenience sampling method. The data were collected through a survey that consists of three parts. The first part includes Perceived Stress Scale (PSS), the second one Leisure Coping Strategies Scale (LCSS) and the third one demographic questions about the participants. The data were analyzed by using Pearson Moment-Product correlation, t-test and ANOVA analyses. According to the findings, there is a negative significant relationship between perceived stress level, leisure coping strategies and its subdimensions. The study also found that perceived stress level of the participants who prefer passive participation in leisure activities is significantly different from that of those who prefer active participation. Similarly, the participants who prefer passive participation in leisure activities is significantly different from those who prefer active participation in terms of leisure coping strategies. In conclusion, the study contributes to the literature with these valuable findings and provides important insights for university campus recreation programs and services.


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