Cyberbullying perpetration and victimisation among junior and senior high school students in Guangzhou, China

2017 ◽  
Vol 25 (1) ◽  
pp. 13-19 ◽  
Author(s):  
Jiaming Rao ◽  
Haiqing Wang ◽  
Minhui Pang ◽  
Jianwei Yang ◽  
Jiayi Zhang ◽  
...  

ObjectivesCyberbullying research in China is in early stage. This study describes the cyberbullying experiences of junior and senior high school students in Guangzhou, China, and to examine the risk factors associated with cyberbullying perpetrators, victims and perpetrator-victims among students. We also investigated the frequency of cyberbullying and coping strategies of student victims.MethodsParticipants were 2590 students in grades 7, 8, 9 and 10 from six junior and senior high schools in October 2015 in Guangzhou, in south China, who completed a questionnaire. Data on participants' experiences with cyberbullying perpetration and victimisation during the previous 6 months were collected. Multinomial logistic regression was used to analyse factors associated with being perpetrators, victims and perpetrator-victims.ResultsIn this sample, 28.0% (725) of participants reported being a perpetrator and 44.5% (1150) reported being a victim in the previous 6 months. Specifically, 2.9% (74) reported being perpetrators only, 19.3% (499) reported being victims only and 25.2% (651) reported being perpetrator-victims (both perpetrator and victim). In addition, flaming was the most common form of cyberbullying in both perpetration and victimisation. Logistic regression analyses indicated that online game addiction in participants was associated with increased odds of being a perpetrator only; no democratic parenting style in the mother and physical discipline by parents were associated with increased odds of being a victim only; male students, students with low academic achievement, those spending over 2 hours a day online, experiencing physical discipline from parents and online game addiction were associated with increased odds of both perpetration and victimisation.ConclusionsCyberbullying is a common experience among Chinese junior and senior high school students. These findings add to the empirical data on cyberbullying and reinforce the urgent need for cyberbullying prevention in China. Furthermore, from the perspective of practice, it is important to raise our awareness of cyerbullying and reduce the risk factors.

2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.


Author(s):  
Isaac Amoh ◽  
Emmanuel Appiah-Brempong

Background: Obesity is one of today's noticeable yet neglected public health problem with serious health consequences such as hypertension, type 2 diabetes that affect individuals of all ages globally. Adolescents are particularly prone to obesity owing to their reduction in physical activity. This study was to determine the prevalence and risk factors of obesity among Senior High School Students in the Adansi North District of Ghana. Methods: A descriptive cross- sectional survey was conducted among 306 adolescents aged 12- 19 years. The adolescents were recruited from the five senior high schools in the district using stratified random sampling technique. Data was collected by the use of structured questionnaire and anthropometric data sheet to calculate for BMI levels. STATA version 11.1, and Microsoft Excel was used to analyze the data collected. Results: Results from the chi-square test indicated that, there was a significant relationship between leisure activities and obesity such as playing computer games (x2=7.5086, df=9, p<0.05), and TV watching (x2=6.3576, df=2, p<0.05). A significant relationship was between food consumption pattern and obesity (x2=21.6181, df=9, p<0.05). Overall prevalence of obesity among the adolescents was found to be 47.06%. Conclusions: The study concludes that, the prevalence of obesity among the adolescents in the district is quite high compared to rates in some developed countries. There is the need to plan for the most efficient and effective interventions not only to ensure food security, but also maintain healthy lifestyles, so as to reduce the prevalence of obesity among the adolescents in the district and in Ghana as a whole.  


2020 ◽  
Vol 7 (2) ◽  
pp. 151-155
Author(s):  
Lina Dewi Anggraeni ◽  
Hany Wihardja

Online game problems being a global concern because of the risk of having a negative impact in school-age children. Game online addiction is the excessive use of computers or video games due to urges that cause social or emotional problems. This research aims to identify the relationship between online game problems and learning achievement in senior high school students in Jakarta. This research is a quantitative study with a Cross-Sectional approach. The sampling method uses a technique of purposive sampling. The number of respondents in this study was 95 senior high school students at x public school, Central of Jakarta. The result of the bivariate analysis showed that there was no significant relationship between online gaming problems and learning achievement of a high school students in Jakarta (p-value = 0.242). The implication of this research shows that online gaming problems are not the only factor that can affect the learning achievement of high school children. The other factors that are likely to influence children's learning achievement include self-motivation, family social support, and the school social environment. Recommendation for parents to supervise their children in using gadgets and the school can strengthen the rules for using gadgets in schools.


2019 ◽  
Vol Volume 12 ◽  
pp. 1173-1180 ◽  
Author(s):  
Cecilia Amponsem-Boateng ◽  
Weidong Zhang ◽  
Timothy Oppong Bonney ◽  
Godfrey Opolot ◽  
Emmanuel Kumi Duodu Kyere

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