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2021 ◽  
Vol 4 (3) ◽  
Author(s):  
Yasemin Arı ◽  
◽  
Ozan Sever ◽  
Aslıhan Arslangörür ◽  
Asım Tunçel ◽  
...  

The aim of this study is to examine the acute effects of different stretching methods on jump performance of volleyball players. 11 female volleyball players (age: 24.36 ± 5.10 years; height: 177.81 ± 7.30 cm; weight: 68.17 ± 11.69 kg; body mass index (BMI): 21.46 ± 2.56 kg.m-2; sports age: 12.72 ± 5.31 years) have participated voluntarily in this study. The players have applied three different stretching protocols such as control (no stretching), static and dynamic stretching on non-consecutive days. The protocols have included 5 minutes general warm-up, 1 minute rest, 30-second stretch program for each muscle group (control group not included), 1 minute rest and countermovement jump (CMJ), squat jump (SJ) and standing long jump (SLJ) tests. Friedman analysis has been used for data analysis. Wilcoxon Signed Rank Test has been implemented in order to determine the difference among groups. At the end of the study, a significant difference has been found between control and dynamic stretching groups with regard to static stretching groups in view of CMJ and SJ performance findings (p <0.05). It has been found that there is a statistically significant difference in the test averages of dynamic stretching group compared to static stretching group in view of SLJ performance findings (p <0.05). This study shows that static stretching practices reduce the jumping performance of the players. As a result, it can be suggested that trainers should use dynamic stretching methods before the trainings on jumping properties containing explosive movements.


2021 ◽  
Vol 3 (2) ◽  
pp. 61-66
Author(s):  
Devanzara Febya Yusman Devan ◽  
Edi Suryanto ◽  
Jamhari Jamhari

This study aim to determine the effect of angkak addition, storage time and interaction on total bacteria, chemical (water, protein and fat) and sensory (color, taste, aroma, texture, touchness and acceptability) qualities of broiler chicken kebabs. The addition level of angkak consists of: 0, 1 and 2 percent. Total bacteria was tested at 0, 4, 8 and 12 hours. Chemical and sensory qualities were tested at 0 and 12 hours. Total bacteria and chemical data were analyzed by Completely Randomized Design (CRD) factorial pattern while sensory quality data was analyzed by Friedman Analysis. If there was differences in result would be tested by Duncan's Multiple Range Test. The results showed that angkak addition was significant on total bacteria, color, texture and acceptability of broiler chicken kebabs. Storage time was significant on total bacteria, color, texture and acceptability and significant on water, protein and fat of broiler chicken kebabs. Interaction of angkak addition and storage time was significant on total bacteria, color, texture and acceptability and significant on water and protein of broiler chicken kebabs. Angkak addition increase on water, protein, color, texture and acceptability of broiler chicken kebabs during 12 hours of storage. Total bacteria decreased by 2 percent angkak addition within acceptable limits during 12 hours of storage. The best percentage of angkak was 2 percent. Keywords: angkak, antibakteri, kebab, kebab daging ayam, kebab daging ayam broiler


2021 ◽  
Author(s):  
Yasemin Arı ◽  
Asım Tunçel ◽  
Ozan Sever ◽  
Aslıhan Arslangörür

The aim of this study is to examine the acute effects of different stretching methods on jump performance of volleyball players. 11 female volleyball players (age: 24.36 ± 5.10 years; height: 177.81 ± 7.30 cm; weight: 68.17 ± 11.69 kg; body mass index (BMI): 21.46 ± 2.56 kg.m-2; sports age: 12.72 ± 5.31 years) have participated voluntarily in this study. The players have applied three different stretching protocols such as control (no stretching), static and dynamic stretching on non-consecutive days. The protocols have included 5 minutes general warm-up, 1 minute rest, 30-second stretch program for each muscle group (control group not included), 1 minute rest and countermovement jump (CMJ), squat jump (SJ) and standing long jump (SLJ) tests. Friedman analysis has been used for data analysis. Wilcoxon Signed Rank Test has been implemented in order to determine the difference among groups. At the end of the study, a significant difference has been found between control and dynamic stretching groups with regard to static stretching groups in view of CMJ and SJ performance findings (p &lt;0.05). It has been found that there is a statistically significant difference in the test averages of dynamic stretching group compared to static stretching group in view of SLJ performance findings (p &lt;0.05). This study shows that static stretching practices reduce the jumping performance of the players. As a result, it can be suggested that trainers should use dynamic stretching methods before the trainings on jumping properties containing explosive movements.


2021 ◽  
Vol 15 (1) ◽  
pp. 1-7
Author(s):  
Robert John Searle ◽  
Ianiv Borseti

Purpose The purpose of this paper is to determine the effectiveness of an adapted dialectical behaviour therapy (DBT) treatment programme for individuals with an intellectual disability, via completion of a service evaluation. Design/methodology/approach Outcome measurements were competed at pre-, post- and 12 months follow-up, and the effectiveness of the intervention was assessed using a Friedman analysis. Findings Findings demonstrated that the treatment group showed significant differences in their “psychological distress” scores, but no significant differences were found in their “psychological well-being”, “anxiety” or “quality of life” (WHO-QOL) scores over time. Originality/value Overall, the current study adds to the small but growing literature that supports using the skills training group part of DBT as a stand-alone psychological intervention when working with people with an intellectual disability.


2020 ◽  
Vol 20 (1) ◽  
Author(s):  
Anthony Clément ◽  
Raphaël Delage ◽  
Marie Chollier ◽  
Laure Josse ◽  
Stéphane Gaudry ◽  
...  

Abstract Background While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3 months. Methods This gamified fast-track training consists of two teams and each team has to guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples. Results One hundred and sixty-six students were proposed to take part in the study. Among them 129 completed the whole program (response rate = 77.7%). Mean scores measured at the three points in time were significantly different (p < 0.001, N = 129). Knowledge mean scores were significantly higher after the game than before (+ 28.6%, p < 0.001). Improvement was maintained 3 months after the game (+ 18.9%, p < 0.001). Satisfaction survey items highlighted that students enjoyed and would recommend this type of gamified training. Conclusions The Psychiatric Hat Game improved knowledge of psychiatric semiology in medical students. Results suggest that it is a promising and efficient tool to playfully teach medical semiology, with transferable features, utility and acceptability from one medical field to another. This study contributes to the growing body of knowledge advocating for serious games and gamified training in medical education.


2020 ◽  
Author(s):  
Anthony Clément ◽  
Raphaël Delage ◽  
Marie Chollier ◽  
Laure Josse ◽  
Stéphane Gaudry ◽  
...  

Abstract Background: While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3 months. Methods: This gamified fast-track training consists of two teams and each team has to guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples. Results: One hundred and sixty-six students were proposed to take part in the study. Among them 129 completed the whole program (response rate = 77.7%). Mean scores measured at the three points in time were significantly different (p < 0.001, N = 129). Knowledge mean scores were significantly higher after the game than before (+ 28.6%, p < 0.001). Improvement was maintained three months after the game (+ 18.9%, p < 0.001). Satisfaction survey items highlighted that students enjoyed and would recommend this type of gamified training. Conclusions: The Psychiatric Hat Game improved knowledge of psychiatric semiology in medical students. Results suggest that it is a promising and efficient tool to playfully teach medical semiology, with transferable features, utility and acceptability from one medical field to another. This study contributes to the growing body of knowledge advocating for serious games and gamified training in medical education.


2020 ◽  
Author(s):  
Eugenia Hernandez-Ruiz ◽  
Abbey L Dvorak

Abstract Mindfulness is a natural human capacity to be aware of the present moment, without judgment, rejection, or attachment to it. Cultivating a mindful state has been related to improvements in mood and stress management. Mindfulness practices may be enhanced with music. The purpose of this study was to replicate a previous study regarding the effectiveness, preference, and usefulness of different auditory stimuli for mindfulness practice. Undergraduate nonmusicians (N = 53) listened to 4 different auditory stimuli of increasing complexity, guiding them in a mindfulness experience. Participants rated their mindfulness experience, provided data on their absorption in music, and ranked auditory stimuli according to preference and usefulness for mindfulness practice. A within-subjects design was used to compare the four conditions, counterbalanced, and randomized across participants. Similar to the original study, Friedman analysis of variances (ANOVAs) and post hoc analyses indicated that participants ranked the Melody and Harmony conditions as most preferred and useful. Different from the original results, the repeated-measures ANOVA of the Mindful Attention Awareness Scale scores did not reveal significant differences among auditory stimuli for mindfulness experience. These results provide support for the use of music in mindfulness experiences with a mildly complex stimulus (script, beat, harmony, and melody). However, partially replicated results indicate the need to investigate the discrepancy between participants’ effectiveness ratings and preference/usefulness rankings.


2020 ◽  
Author(s):  
Anthony Clément ◽  
Raphaël Delage ◽  
Marie Chollier ◽  
Laure Josse ◽  
Stéphane Gaudry ◽  
...  

Abstract Background: While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3 months.Methods: This gamified fast-track training consisted of two teams and each team must guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples.Results: Knowledge mean scores were significantly higher after the game than before (+ 28.6%, p < 0.001). Improvement was maintained three months after the game (+ 18.9%, p < 0.001). Satisfaction survey items highlighted that students enjoyed and would recommend this type of gamified training.Conclusions: The Psychiatric Hat Game improved knowledge of psychiatric semiology in medical students. Results suggest that it is a promising and efficient tool to playfully teach medical semiology, with transferable features, utility and acceptability from one medical field to another. This study contributes to the growing body of knowledge advocating for serious games and gamified training in medical education.


Diagnostics ◽  
2020 ◽  
Vol 10 (8) ◽  
pp. 603
Author(s):  
Tomasz M. Gaszyński

Background: Intubation of a patient in different positions may be done not only in emergency settings, but also in routine anesthesia (e.g., prone position for lumbar spine surgery). Methods: The aim of the study was to compare the classic Macintosh blade laryngoscope with two videolaryngoscopes: the Pentax-AWS and the Intubrite in a simulated scenario of a manikin placed in a sitting and prone position. Additionally, intubation with the use of all three devices was performed in a standard supine position as the control group. The time of intubation and the pressure exerted on the tongue was assessed. The ANOVA Friedman (analysis of variance) and Wilcoxon with Bonferroni correction tests were used for statistical analysis. Results: The time of intubation in a prone position was significantly shorter for the Pentax-AWS videolaryngoscope compared to the Macintosh and the Intubrite. There were no significant differences in the obtained results of the evaluated devices in sitting and standard positions. The lowest pressure exerted on the tongue was with the Pentax-AWS, followed by the Intubrite and the Macintosh laryngoscopes. Conclusions: The use of the Pentax-AWS was associated with faster tracheal intubation, creating lower pressure on tongue when compared with standard Macintosh and Intubrite laryngoscopes in both prone and sitting positions.


Author(s):  
Larisa Mahakova

The object of the study is the identity with the city among regional youth. Subject: psychological aspects of youth identity in different ethnic groups. Purpose: to determine the psychological basis for identification with the city of residence among young people, as well as the structure of identity with the city in its various ethnic groups. A modified identification scale with the city developed by M. Lalli was the methodological toolkit. For statistical data processing, the Friedman analysis of variance by Chi-square criterion was used. The results of the work contribute to the search for the psychological foundations of the rooting of young people in their cities in order to minimize the internal migration of the able-bodied young urban population, set their development and prosperity, and implement their personal and professional plans.


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