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Artigo | IMSEAR | ID: sea-202039

RESUMO

Background: Adolescents comprise one-fifth of India's total population. Knowledge on reproductive health at adolescent age is essential to build their foundation of healthy reproductive practices in the future and to lower the risk of sexually transmitted diseases.Methods: An interventional study was done on 51 adolescent girls at a shelter home (Snehalaya). Informed consent was obtained from the concerned authorities. Data was collected by interview technique with the help of a structured questionnaire prepared by literature search. Response of adolescents was recorded through their answers to the questionnaires. Intervention was done in the form of sensitization lecture with the help of audio visuals and educational posters. The same questionnaire was again interviewed and the impact of intervention was assessed. Statistical analysis of data was done using percentage, proportion and appropriate tests of significance.Results: In our study we found the average age of menarche of the girls to be 12-14 years, but as several of the girls came from unhealthy backgrounds, they had several menstrual problems like dysmenorrhea, irregular menses. Three of the girls had not experienced menses after 14 years of age. After the sensitization lecture, 56% of the girls were able to write the names of the reproductive organs in the female genital tract. 85% of the girls were able to name the hazards of teenage pregnancy. All adolescents need access to quality youth-friendly services provided by clinicians trained to work with this population. Sex education programs should offer accurate, comprehensive information while building skills for negotiating sexual behaviors.Conclusions: Hence from our project we identified the unmet need of awareness regarding reproductive health amongst adolescent girls and we tried to meet those needs by providing sensitization.

2.
Estud. pesqui. psicol. (Impr.) ; 15(4): 1465-1483, 2015.
Artigo em Português | LILACS | ID: biblio-834563

RESUMO

Articulando a Psicologia com o trabalho de experimentação digital, investigamos a utilização do jogo de simulação virtual The Sims como tela projetiva, buscando seguir a elaboração de vivências de um grupo de pré- adolescentes moradores de uma casa abrigo. Para tanto, foram realizadas, ao longo de 2013, oficinas na Lan House de uma universidade com o intuito de compreender como os participantes utilizavam o jogo para ressignificar os fatos de suas vidas. Utilizando como suporte teórico metodológico a Teoria Ator-Rede, seguimos, no jogo, as falas e os movimentos dos participantes para montar um registro que nos permitisse levantar hipóteses sobre a maneira como se projetavam nos cenários montados.


Linking Psychology with the work of digital experimentation, we investigatedthe use of virtual simulation game The Sims as projective screen, seeking tofollow the elaboration of the experiences of a group of pre adolescents living in a shelter home. Lan House workshops were carried out throughout 2013 in a university in order to understand how the participants used the game to resignify the facts of their lives. Using Actor-Network Theory as theoretical and methodological support, we followed, in the game, narratives and movements of the participants to set a record that would allow us to make hypotheses about the way the players were projected on mounted scenarios.


Hemos establecido una conexión entre la Psicología y el trabajo de experimentación digital para investigar el uso de juego de simulación virtualde Los Sims como pantalla proyectiva, tratando de seguir elaboración de lasexperiencias de un grupo de pre adolescentes que viven en una casa deacogida. Se llevaron a cabo, a lo largo de 2013, talleres en una Lan House de la universidad con el fin de entender cómo los participantes utilizan el juego para replantear los hechos de sus vidas. Se utilizó la Teoría del ActorRed como un soporte teórico y metodológico, cuando seguimos en el juego, las líneas y los movimientos de los participantes para montar un record que nos permitió hacer hipótesis sobre la proyección de los actores y escenarios montados.


Assuntos
Humanos , Masculino , Feminino , Adolescente , Orfanatos , Psicologia , Jogos de Vídeo
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