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1.
Work ; 72(3): 1015-1024, 2022.
Article in English | MEDLINE | ID: mdl-35634823

ABSTRACT

BACKGROUND: Musculoskeletal disorders are important health problems due to their high incidence as well as their effects on the society and individuals. OBJECTIVE: The aim of this study was to determine the musculoskeletal disorders experienced by teachers, and to evaluate their relationship with certain factors causing musculoskeletal disorders. METHODS: The cross-sectional study was carried out on 416 teachers working in a provincial center using the face-to-face interview method. RESULTS: Per this 64.9% of the teachers had musculoskeletal disorders, and the pain was mostly localized in the neck region with 55.5%. The work stress scores of the teachers were found to have a positive and significant correlation with musculoskeletal disorder scores and a negative significant correlation with the satisfaction with life scores (p≤0.001). In multiple regression analysis, the time spent sitting at a desk, time spent working in a standing position, time devoted to housework, shoe preference, work stress and life satisfaction were determined as effective predictors on musculoskeletal complaints. The model that was developed explained 22.5% of the variance (R2 = 22.5; p≤0.001). CONCLUSIONS: Due to the prevalence of musculoskeletal disorders among teachers, health-promoting actions are needed in order to raise the awareness of both administrators and teachers in improving working conditions as well as preventing musculoskeletal disorders.


Subject(s)
Musculoskeletal Diseases , Occupational Diseases , Cross-Sectional Studies , Humans , Musculoskeletal Diseases/epidemiology , Occupational Diseases/epidemiology , Prevalence , Risk Factors , Surveys and Questionnaires , Turkey/epidemiology
2.
J Psychosoc Nurs Ment Health Serv ; 59(11): 25-32, 2021 Nov.
Article in English | MEDLINE | ID: mdl-34142914

ABSTRACT

The aim of the current methodological study was to develop a psychometric measurement tool for determining internet gaming disorder (IGD) based on family members' responses. The sample comprised 173 adolescents and their families. For reliability, the scale was created using item-total correlation, internal consistency coefficient, and test-retest correlation methods. The validity of the scale was evaluated using content validity index (CVI), construct validity, explanatory factor analysis (EFA), and confirmatory factor analysis (CFA). CVI for the scale was 0.92, Cronbach's alpha coefficient was 0.963, and item-total correlation ranged between 0.67 and 0.81. In the EFA, 61.7% of the total variance on the one-dimensional scale was explained and item factor loads ranged between 0.71 and 0.84. CFA showed good fit of the model. Thus, the Gaming Disorder Scale-Family Form, which was proven to be a valid and reliable measurement tool, is recommended for use by health care providers and community partners in the evaluation of potential IGD in adolescents. [Journal of Psychosocial Nursing and Mental Health Services, 59(11), 25-32.].


Subject(s)
Health Personnel , Internet Addiction Disorder , Adolescent , Factor Analysis, Statistical , Humans , Psychometrics , Reproducibility of Results , Surveys and Questionnaires
3.
J Addict Nurs ; 30(1): 49-56, 2019.
Article in English | MEDLINE | ID: mdl-30830000

ABSTRACT

BACKGROUND: Digital game addiction among adolescents is a growing problem. The purpose of this study is to describe the predictors for this addiction in a group of Turkish adolescents using a conceptual framework. METHODS: A descriptive correlational study was conducted on 865 students (aged 11-16 years) and their parents. Self-reported digital game behaviors were measured using the Game Addiction Scale. The risk factors for gaming addiction were examined using multiple regression analysis. RESULTS: Adolescents spent 10.78 ± 13.42 hours per week playing digital games, and the rate of digital game addiction was calculated at 4.32% and 28.8% in monothetic and polythetic formats, respectively. Family environment and school performance directly affected female adolescents' digital gaming behaviors, whereas male adolescents' digital gaming behaviors were directly affected by computer self-efficacy, psychosocial problems, diminished impulse control, and levels of in-game violence. CONCLUSIONS: The interaction model of client health behavior can be used to describe adolescents' digital game use. Nurses can assess adolescents' gaming behaviors and use the effective predictors from the male and female models to develop intervention programs.


Subject(s)
Adolescent Behavior/psychology , Behavior, Addictive/psychology , Video Games/adverse effects , Adolescent , Adult , Correlation of Data , Female , Humans , Male , Models, Theoretical , Regression Analysis , Risk Factors , Sex Factors , Surveys and Questionnaires , Turkey , Young Adult
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