The Impact of Parental Factors on Physical Aggression Perpetration among Turkish Urban Adolescents: The Mediating Role of Beliefs Supporting Aggression

2020 ◽  
pp. VV-D-18-00216
Author(s):  
Evrim Çetinkaya-Yıldız ◽  
Zeynep Hatipoğlu-Sümer

This study investigated parental factors and beliefs supporting aggression as predictors of physical aggression by adolescents. The participants were 2,443 junior high school students from Ankara, Turkey, who completed measures of parental support for aggression, family conflict, parental monitoring, beliefs supporting aggression, and physical aggression. The findings showed both direct and indirect effects of parental factors on physical aggression through beliefs supporting aggression. Furthermore, a multigroup model comparison indicated invariance of the structural relationships among variables in the model across gender and that the hypothesized structural model was a close fit for both the girl and the boy data. The findings suggest that it might be beneficial to consider beliefs supporting aggression and parental factors as risk factors when designing interventions to target physical aggression among adolescents.

EDUSAINS ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 114-121
Author(s):  
Rosita Putri Rahmi Haerani

AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan Dunia Digital!” educational gaming application that has been developed by author in previous studies. This weak experimental study collected pretest and posttest results to determine students' mastery of concepts before and after Intervention. Normalized Gain of the pretest and posttest are assumed to be the effect of the intervention. The results show a low increasing mastery of concept by students who learned by playing game, so this study stated that learning science by using instructional video game media are still not able to facilitate mastery of concept of students.Keywords: interactive media; video game; mastery of conceptsAbstrakDalam dunia pendidikan, banyak penelitian empiris telah berhasil menunjukkan bukti bahwa video game memiliki potensi dalam meningkatkan hasil belajar siswa, tetapi kontroversi besar masih ada pada literatur mengenai pengaruh game yang sebenarnya. Dibutuhkan lebih banyak bukti untuk meyakinkan pendidik dan peneliti mengenai nilai aktual dan efisiensi pembelajaran menggunakan video game. Penelitian ini dilakukan untuk mengetahui penggunaan game dalam pembelajaran untuk meningkatkan penguasaan konsep tentang Interaksi makhluk hidup dengan lingkungan siswa SMP.  Game yang digunakan dalam penelitian ini adalah game yang berjudul “Selamatkan Dunia Digital!” yang telah dikembangkan oleh peneliti pada penelitian sebelumnya. Penelitian ini merupakan penelitian eksperimen semu, dengan desain The one-Group Prettest-Posttest Design untuk memperoleh gambaran penguasaan konsep siswa sebelum dan sesudah perlakuan. Peningkatan nilai pada pretest dan posttest diasumsikan merupakan efek dari perlakuan. Hasil penelitian ini menunjukkan bahwa peningkatan nilai N-gain rata-rata siswa masih dalam kategori rendah, dan pencapaian skor posttest rata-rata siswa juga masih rendah, sehingga dapat disimpulkan bahwa pembelajaran IPA dengan menggunakan media pembelajaran media video game masih belum dapat memfasilitasi penguasaan konsep IPA siswa pada konsep Interaksi Makhluk Hidup dengan Lingkungan.Kata Kunci: media pembelajaran interaktif; video game; penguasaan konsep Permalink/DOI: http://dx.doi.org/10.15408/es.v8i2.1576


2019 ◽  
Vol 24 (2) ◽  
pp. 379-387 ◽  
Author(s):  
Riittakerttu Kaltiala-Heino ◽  
Marja Työläjärvi ◽  
Nina Lindberg

The aim of this study was to explore whether there has been an increase in prevalence and changes in sex ratio in feelings of gender dysphoria (GD) in an adolescent population in Northern Europe, and to study the impact of invalid responding on this topic. We replicated an earlier survey among junior high school students in Tampere, Finland. All first and second year students, aged 16–18, in the participating schools were invited to respond to an anonymous classroom survey on gender experience during the 2012–2013 school year and in the spring and autumn terms of 2017. Gender identity/GD was measured using the GIDYQ-A. A total of 318 male and 401 female youth participated in 2012–2013, and 326 male and 701 female youth in 2017. In the earlier survey, the GIDYQ-A scores, both among males and females, were strongly skewed toward a cis-gender experience with very narrow interquartile ranges. Of males, 2.2%, and of females, 0.5% nevertheless reported possibly clinically significant GD. The 2017 GIDYQ-A distribution was similarly skewed. The proportion of those reporting potentially clinically significant GD was 3.6% among males and 2.3% among females. Validity screening proved to have a considerable impact on conclusions. GD seems to have increased in prevalence in the adolescent population.


2021 ◽  
Vol 5 (1) ◽  
pp. 56
Author(s):  
Zaitun Zaitun ◽  
M Sofian Hadi ◽  
Pinkan Harjudanti

Online learning is a basic need of education in the 21st century. The benefits of online learning are felt in the continuity of education during the Covid-19 pandemic. This study aims to examine the impact of online learning on the learning motivation of Junior High School students. The results of the research discussion indicate that online learning has advantages, namely 1) as a medium to encourage independent learning; 2) as an effort to modernize the concept of education in the 21st century; 3) increasing the intensity of the interaction between teachers and students; 3) allows for an interaction that is not limited to space and time, and 4) meaningful learning. The impact of online learning on student learning motivation tends to be negative due to the unpreparedness of various parties, including teachers, parents, students, and schools. Early adolescents who need direct guidance, direction, and motivation must lose control due to reduced direct interaction with the teacher. The monotonous implementation of online learning, lack of direction and supervision, pressure for students to study from home, and low teacher innovation are the main causes of decreased learning motivation due to online learning.


2021 ◽  
Vol 13 (5) ◽  
pp. 2880
Author(s):  
Ya-Yin Liao ◽  
Cheng-Chieh Chang

This study aims to measure the impact of the Slow Fish Movement (SFM) curriculum regarding the awareness of marine environment conservation (MEC) and marine resource sustainability (MRC). The SFM curriculum was designed for 1007 junior high school students in a seaside city. The UN SDG 14, Taiwan Seafood Guide and the Nine Principles of Consuming Seafood in Taiwan for Ocean Sustainability formed the core of three questionnaires. The results show that students in the seaside city lack an understanding of the marine ecosystem and that SFM lessons can significantly encourage personal responsibility and impact students’ judgments regarding consuming sustainable seafood. These lessons also increase the awareness of MEC and MRS and the self-restoration of organisms in marine ecosystems. These factors could help us to achieve sustainable development for our ocean.


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