Ruang ramah anak
Definisi dan sejarah konsep ‘ruang ramah anak’
Transformasi bentuk ruang dan dampaknya pada anak
Mengenal konsep “ruang digital” &
ekosistem digital anak; memahami penggunaan perangkat digital pada anak,
dan dampaknya bagi mereka
Mewujudkan ruang digital ramah anak berbasis pemenuhan hak anak.
Memahami relevansi empat pilar hak anak dalam konteks ruang digital & strategi untuk mewujudkan “ruang digital ramah
anak”
Child friendly shall mean attributes, attitudes and behaviours which take into account the need for justice systems to be sensitive to the evolving capacity and developing
maturity of the child, and to their enhanced need for protection, to the need for
participation of children, and to the requirements of respect for privacy, dignity and
family life.
Hak untuk bertahan
hidup (survival rights) Hak untuk dilindungi (protection rights)
Hak untuk berpartisipasi (participation rights)
Hak untuk berkembang (development rights) 4 pilar utama
hak anak
UNCRC in 1989
Child-Friendly City Initiatives (CFCI) in
1996 initiated by Unicef
Child-friendly environment scholarships (e.g., children’s places VS
places for children, street for kids) &
movements (e.g., Sustainable cities, Agenda 21, Popsicle
test)
1. Aimed to support children’s healthy development and wellbeing.
2. Offers sectoral support for all children in the realisation of their rights—
children’s participation and access to the matter are the keys.
3. Offers opportunities that promote
culturally-contextual skills/activities for children (e.g., play, learn, volunteering) through which their development and wellbeing are facilitated.
Culturally- contextual affordances Realising
children’s rights
outcomes +
Definition:
DIGITAL AGE is a time when large amounts of information are widely available to many people, largely through computer technology.
The time period in which we live now where INTERNET and email are available is an example of the digital age.
DIGITAL SPACE refers to what is displayed on the screen of a digital device (e.g. laptops, computers, tablets, or smartphones). What
can be displayed in digital spaces is vast and diverse, and can take countless forms.
1. Ruang fisik tidak lagi menjadi referensi identitas.
Contoh: kita merasa lebih lebih memiliki ikatan dengan anggota grup WhatsApp atau sebuah FB Fanpage dibandingkan dengan tetangga kanan kiri kita; “Saya anak Gading, karena saya join FB Group Kelapa Gading—meski posisi saya sekarang di Brisbane”
2. Ruang fisik tidak lagi menjadi syarat utama ruang komunikasi.
Contoh: Rapat melalui Zoom dengan peserta rapat dari berbagai benua.
3. Ruang fisik kini dibuat semudah mungkin untuk instalasi teknologi.
Contoh: mereview buruk sebuah restoran hanya karena tidak dilengkapi wifi 4. Ruang privat dan ruang public menjadi tercampur.
Contoh: menulis status di akun FB pribadi, namun orang lain bisa ikut membaca/mengomentari
5. Jumlah ruang digital tidak terbatas & perpindahannya tidak terbatas waktu.
Contoh ‘ruang’ di era digital
Kantor/sekolah/ruang kerja
Rumah/ruang keluarga
Kendaraan pribadi
Yang melekat pada tubuh anda/
Dalam jangkauan tangan anda saat ini
- Laptop
- Wifi-connected printer - Google nest
- Smart watch - Kindle
- Mobile phone
- GPS - iPod - Fire TV/smart TV
- Chromecast
- Personal computer - Xbox/PS5/Nintendo - Tablet/iPad
An example of digital ecosystem:
One user, four environments, tens devices
Sumber: UNICEF (https://web.kominfo.go.id/sites/default/files/users/12/Kominfo- Presentasi%20Laporan%20Hasil%20Penelitian%20-%20Gati%20Gayatri.pdf)
Manfaat Risiko
Leisure
Bermain dengan teman
Online bersama orang tua/anggota
keluarga
Creativity &
entrepreneurship
Menciptakan konten unik
Menghasilkan uang dari konten/produksi
sendiri
Social connections &
citizenship
Menyuarakan pendapat
Menambah kenalan/teman
Menelusuri informasi
Learning
Menambah pengetahuan
Mengulang pelajaran
Mengumpulkan data/informasi
yang relevan
Membangun kelompok belajar
“When my mother bought the laptop, we started to spend more time together, since every weekend we chose a movie and watched it with my grandmother.”
(Girl, 15, Uruguay)
“You can share videos and games. You can share music. You can also share pictures, ideas, games.”
(Girl, 9–11, Ghana)
“Through my
neighbourhood Facebook, I can offer my cans-collection service (Boy, 14, Australia)
“I failed maths, so I watched a couple of vids [videos] where they explained what I had to study.”
(Boy, 15–17,
Argentina)
“I was born in the internet era; I
cannot imagine a life without it.” (A
Malaysian boy, 9 y.o)
“The digital environment touches every aspect of children’s lives for good or bad. But protection cannot be used to reduce participation,” (Sonia Livingstone)
Survival Development Protection Participation
“Saya paham kalau anak-anak saya adalah digital natives. Tapi saya tidak mau mereka berinteraksi dengan orang asing yang memanfaatkan kepolosan mereka.” (An Indonesian parent)
“I love apps that encourage me to
get physically active; so I can trade
my sedentary time with dancing,
and light exercise” (An Australian
girl, 13 y.o)
Content
Pornografi Agresif, hate
speech Fake news
Virus, spam
Contact
Pedofil
Penyalahgunaan informasi
personal
Penipuan
Conduct
Adiksi, membagikan info personal
Menyakiti perasaan kawan
Belanja games
“I once
experienced a stranger asking for ‘my price’ – meaning how much would it cost to perform a sexual
activity”
(Boy, 16, the Philippines)
“I was on
Instagram and I clicked on a comment and it was so funny, so I wanted to see what other people had to say and I clicked on a link and suddenly naked women popped up.”
(Boy, 10, Serbia)
“[I] explained to my daughter that there are troubled persons on the internet and pointed out that someone’s photo on the internet
means nothing and that she should not accept
strangers as friends” (Parent, Montenegro)
Ingat kembali bahwa ruang ramah anak harus:
- Bertujuan memberikan outcome positif bagi anak (perkembangan dan wellbeing) - Mendukung pemenuhan hak-haknya
sebagai anak (lewat partisipasi anak, dan kerjasama lintas sectoral)
- Memfasilitasi aktivitas dan keterampilan
yang kontekstual dengan latar belakang
social-budayanya
Children see, children do: Be a good role model
Gadget use for a healthy lifestyle & relationship Family media plan for a balanced gadget use
Help them to be digital resilient kids
•Kebiasaan positif anak dalam menggunakan teknologi digital tumbuh dari kebiasaan positif orang tuanya.
• Orang tua dapat memberikan “pesan positif” tentang pemanfaatan gawai digital pada anak melalui aktivitas rutin yang dilakukan bersama keluarga
dengan menggunakan gawai tertentu (ex: co-viewing, co-gaming, co-reading, diskusi isu terbaru)
•Be here & now: saat bersama anak, hindari penggunaan gawai dan distraksi lainnya
•Offline hobby: Temukan & tekuni hobi yang tidak memerlukan digital devices.
• Pastikan anak Anda memanfaatkan gawai digital untuk aktivitas yang mendukung kesehatan fisik dan mentalnya; termasuk aktivitas fisik, membaca, bermain secara kreatif, dan social time dengan teman serta keluarga.
• Pastikan anak Anda mengakses konten digital yang berkualitas dan sesuai dengan tahap
perkembangannya (cth: lihat rating konten)
• Observasi perubahan perilaku anak & cermati bagaimana perilaku tersebut diadopsinya?
Apakah terpapar konten tertentu?
Is your child:
•sleeping enough?
•physically healthy?
•engaged with school?
•connecting socially with family and friends, online and offline?
•enjoying a variety of hobbies and interests?
•doing physical activity every day?
•having fun and learning while using screens?
•using quality content?
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Terapkan aturan penggunaan gawai & akses digital:
- Dimana gawai boleh digunakan? (mis: ponsel hanya boleh digunakan di luar kamar tidur)
- Kapan gawai boleh digunakan? (mis: tidak boleh menonton TV sambil makan)
- Bagaimana gawai digunakan? (mis: online games hanya boleh dimainkan di PC)
- Berapa lama gawai boleh digunakan? (mis: screen time dibatasi 2 jam per hari) - Apa konsekuensi dari penggunaan gawai? (mis: gawai hanya boleh digunakan
setelah anak berjalan kaki 5000 langkah) - Bagaimana jika anak melanggar aturan?
* A family media plan is a written document clarifying household rules for digital behaviour. Your plan should be unique to your values, parenting style and family situation. The plan should include agreed consequences for breaches.