Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 4 de 4
Filter
Add more filters











Publication year range
1.
Int J Circumpolar Health ; 81(1): 2089378, 2022 12.
Article in English | MEDLINE | ID: mdl-35726188

ABSTRACT

PAX Good Behaviour Game (PAX-GBG) is an evidence-based approach to co-create a nurturing environment where all children can thrive. This school-based approach was identified as a promising intervention for suicide prevention by First Nations communities in Manitoba, Canada. To enhance this mental health promotion approach, PAX Dream Makers was developed. It is a youth-led addition to PAX-GBG for middle and high school students. This study's aim was to examine, from the communities' perspectives, the influence of PAX Dream Makers on youth as well as its strengths, challenges and suggestions for future improvements. A case study method was conducted using interviews and focus groups with 30 youth and 17 adult mentors and elders. Participants reported that PAX Dream Makers provided support and encouragement to the youth, increased their resilience and provided an opportunity to be positive role models. It strengthened PAX-GBG implementation in schools. Challenges included: adult mentors availability, frequent teacher turn-over and community mental distress. Suggestions expressed were: being mindful of cultural and community contexts, increasing community leadership's understanding of PAX-GBG and better recruitment of mentors and youth. PAX Dream Makers approach was well-received by communities and holds great promise for promoting the well-being of First Nations youth.


Subject(s)
Health Promotion , Schools , Suicide Prevention , Suicide , Adolescent , Adult , Aged , Canada , Child , Health Promotion/methods , Humans , Indians, North American , Manitoba , Mental Health , Program Evaluation , School Health Services , Students/psychology , Suicide/ethnology
2.
Int J Circumpolar Health ; 79(1): 1735052, 2020 12.
Article in English | MEDLINE | ID: mdl-32102633

ABSTRACT

First Nations peoples in Canada have a history of poor mental health outcomes, as the result of colonisation and the legacy of residential schools. The PAX Good Behaviour Game (PAX-GBG) is a school-based intervention shown to improve student behaviour, academic outcomes, and reduce suicidal thoughts and actions. This study examines the use of PAX-GBG in First Nations Grade 1 classrooms in Manitoba. Researchers collected qualitative data via interviews and focus groups from 23 participants from Swampy Cree Tribal Council (SCTC) communities. Participants reported both positive effects and challenges of implementing PAX-GBG in their classrooms. PAX-GBG created a positive environment where children felt included, recognised, and empowered. Children were calmer, more on-task, and understood the behaviours that are expected of them. However, for many reasons, PAX-GBG is not being used consistently across SCTC schools. Participants described barriers in implementation due to teacher turnover, lack of on-going training and support, developmental and behavioural difficulties of students, and larger community challenges. Participants provided suggestions on how to improve PAX-GBG to be a better fit for these communities, including important cultural and contextual adaptations. PAX-GBG has the potential to improve outcomes for First Nations children, however attention must be given to implementation within community context.


Subject(s)
Behavior Control/psychology , Behavior Therapy/methods , Child Behavior/psychology , Games, Experimental , Child , Female , Humans , Male , Manitoba , Self Efficacy , Students/psychology
3.
BMJ Open ; 9(9): e030728, 2019 09 26.
Article in English | MEDLINE | ID: mdl-31558456

ABSTRACT

OBJECTIVES: PAX-Good Behaviour Game (PAX-GBG) is associated with improved mental health among youth. First Nations community members decided on a whole school approach to facilitate PAX-GBG implementation, by offering intervention training to all staff members in their schools. Our objective is to gain a greater understanding of how this approach was viewed by school personnel, in order to improve implementation in remote and northern First Nations communities. DESIGN: We conducted a qualitative case study using semi-structured interviews. SETTING: Interviews were conducted in First Nations schools located in northern Manitoba, Canada, in February 2018. PARTICIPANTS: We used purposive sampling in selecting the 23 school staff from First Nations communities. INTERVENTION: PAX-GBG is a mental health promotion intervention that teachers deliver in the classroom alongside normal instructional activities. It was implemented school-wide over 4 months from October 2017 to February 2018. OUTCOME MEASURES: We inquired about the participants' perception of PAX-GBG and the whole school approach. We applied an iterative coding system, identified recurring ideas and classified the ideas into major categories. RESULTS: Implementing the PAX-GBG whole school approach improved students' behaviour and created a positive school environment. Students were learning self-regulation, had quieter voices and demonstrated awareness of the PAX-GBG strategies. All teachers interviewed had used the programme. Support from school administrators and having all school personnel use the programme consistently were facilitators to successful implementation. Challenges included the timing of training, lack of clarity in how to implement and implementing among students in older grades and those with special needs. CONCLUSIONS: The whole school approach to implementing PAX-GBG was viewed as an acceptable and feasible way to extend the reach of PAX-GBG in order to promote the mental health of First Nations youth. Recommendations included ensuring school leadership support, changes to the training and cultural and literacy adaptations.


Subject(s)
Adolescent Behavior , Child Behavior , Games, Recreational , Health Promotion/methods , Indians, North American , Mental Health , School Teachers , Adolescent , Attitude , Child , Child, Preschool , Feasibility Studies , Female , Humans , Male , Manitoba , Minority Groups , Qualitative Research , Schools , Students
4.
Article in Vietnamese | WPRIM (Western Pacific) | ID: wpr-4231

ABSTRACT

This study is aimed to design software to calculate and administer database ‘Sport performance of some Olympic champions’, firstly manage sport performance of 624 Olympic champions in order to calculate their average age. Data was collected by 936 information reports of performance. Results showed that average age of champions was 23.9 years old. This average age was analysed according to continents, countries, and sports


Subject(s)
Age Factors , Sports
SELECTION OF CITATIONS
SEARCH DETAIL