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1.
NPJ Sci Learn ; 9(1): 2, 2024 Jan 11.
Artículo en Inglés | MEDLINE | ID: mdl-38212340

RESUMEN

Children from lower socioeconomic status (SES) backgrounds tend to have more negative self-perceptions. More negative self-perceptions are often related to lower academic achievement. Linking these findings, we asked: Do children's self-perceptions help explain socioeconomic disparities in academic achievement around the world? We addressed this question using data from the 2018 Programme for International Student Assessment (PISA) survey, including n = 520,729 records of 15-year-old students from 70 countries. We studied five self-perceptions (self-perceived competency, self-efficacy, growth mindset, sense of belonging, and fear of failure) and assessed academic achievement in terms of reading achievement. As predicted, across countries, children's self-perceptions jointly and separately partially mediated the association between socioeconomic status and reading achievement, explaining additional 11% (ΔR2 = 0.105) of the variance in reading achievement. The positive mediation effect of self-perceived competency was more pronounced in countries with higher social mobility, indicating the importance of environments that "afford" the use of beneficial self-perceptions. While the results tentatively suggest self-perceptions, in general, to be an important lever to address inequality, interventions targeting self-perceived competency might be particularly effective in counteracting educational inequalities in countries with higher social mobility.

2.
AMIA Annu Symp Proc ; 2023: 1257-1266, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-38222402

RESUMEN

Sleep is critical for well-being, yet adolescents do not get enough sleep. Mind-body approaches can help. Despite the potential of technology to support mind-body approaches for sleep, there is a lack of research on adolescent preferences for digital mind-body technology. We use co-design to examine adolescent perspectives on mind-body technologies for sleep. From our analysis of design sessions with 16 adolescents, four major themes emerged: system behavior, modality, content, and context. In light of these key findings, we recommend that technology-based mind-body approaches to sleep for adolescents be designed to 1) serve multiple functions while avoiding distractions, 2) provide intelligent content while maintaining privacy and trust, 3) provide a variety of content with the ability to customize and personalize, 4) offer multiple modalities for interaction with technology, and 5) consider the context of adolescent and their families. Findings provide a foundation for designing mind-body technologies for adolescent sleep.


Asunto(s)
Sueño , Tecnología , Humanos , Adolescente
3.
Games Cult ; 17(5): 773-794, 2022 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-35791369

RESUMEN

The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress using the video game Animal Crossing: New Horizons. Combining a family coping framework with theorizing about media as a coping tool, this interview study of 27 families (33 parents and 37 children) found that parents and children individual coped with pandemic-related stress with media. Parents engaged in protective buffering of their children with media, taking on individual responsibility to cope with a collective problem. Families engaged in communal coping, whereby media helped the family cope with a collective problem, taking on shared ownership and responsibility. We provide evidence for video games as coping tools, but with the novel consideration of family coping with media.

4.
AMIA Annu Symp Proc ; 2022: 952-961, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-37128450

RESUMEN

Sleep problems are common among adolescents and research on mind-body interventions for sleep is promising. Although technology-based mind-body interventions have been shown to help early adolescents with practicing mind-body approaches, engagement and adherence has been a challenge. Using a Human-Centered Design framework with semi-structured interviews with parent-adolescent dyads, we describe exposure to, interest in, and preferences for digital mind-body technology for sleep. Identified challenges (e.g., 'establish routine', 'busy schedule) and preferences (e.g., age-appropriate content) reflect mind-body technology needs that impact engagement. Based on these findings, we recommend that a technology-based mind-body approach for early adolescents be designed to 1) provide content customized for adolescents 2) include functionalities that engage adolescents like games and rewards, and 3) allow for granular sharing controls. These recommendations provide a foundation for designing digital mind-body tools for adolescents.


Asunto(s)
Tecnología Digital , Disomnias , Adolescente , Humanos
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