Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas. Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
The community of Altos de la Sabana is a population composed of families of limited economic resources and victims of the internal armed conflict in Sucre, located in low-income housing. In this urbanization is the Institution of Higher Education of the Holy Shroud. Given that at present it does not have technological and innovative tools for academic use, information provided by the rector and the academic coordinator of this institution, as well as being considered as a vulnerable community by the national government, which gives them a priority position when implementing educational and social projects; The main objective of this project is to encourage the students of the secondary school of the institution to use technological tools to solve problems in their environment. This research has a quantitative approach and the design of the research focuses on field research and with a pre-experimental method. For the execution of this project, 3 moments were concentrated; initially, an initial test was carried out to validate knowledge in technological tools and the self-directed profile, then some training was carried out using the problem-based methodology and finally a final evaluation to measure acquired competences. The results of the post-test, in contrast to the initial test, revealed that 65% of students in grade 11 of the institution demonstrate an empowerment in the use of ICT tools and concepts in the field of basic analog-digital electronics. This is how ICTs are based on the education system, as they are facilitating tools in the teaching-learning process.
En este trabajo se estudió teóricamente el efecto de la temperatura sobre la frecuencia de resonancia ferromagnética de una partícula magnética anisotrópica; se analizaron los materiales FePt, Co y Ni. El sistema se modeló empleando la ecuación de movimiento de Landau-Lifshitz-Bloch (LLB); se calculó el tensor de susceptibilidad magnética, el cual brinda información de la potencia de absorción y frecuencia de resonancia del sistema. Se encontró que la frecuencia de resonancia experimentó un corrimiento hacia valores más bajos a medida que se incrementaba la temperatura del material. En los materiales de anisotropía más alta, la resonancia se presenta para los campos más bajos. Además, se observó en todos los materiales una disminución en la absorción de energía a medida que aumentó la temperatura. Se pudo concluir que la temperatura y la anisotropía cristalina ejercen una marcada influencia en los valores de campo y en la frecuencia de resonancia, así como en la absorción de energía.
Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas. Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
En el 2016 en México se presentó una tasa de 5.1 suicidios por cada 100,000 habitantes. Aguascalientes se encuentra en el 3er lugar a nivel nacional con 9.6 suicidios por cada 100, 000 habitantes. El objetivo de esta investigación fue el de identificar si el uso patológico de internet (PIU) es un factor de riesgo de suicidio en los jóvenes universitarios de la Universidad Autónoma de Aguascalientes. Se realizaron dos encuestas por invitación directa aleatoria, basadas en la Escala de Ideación suicida de Beck y el Internet Adiction Test, a 102 estudiantes. Se encontró que el 69.61% de los encuestados tiene el control completo sobre el uso de internet, el 28.43% tiene problemas frecuentes con el uso de internet y en el 1.96% existe adicción a internet y causa problemas significativos. Notablemente, se encontró que existe una correlación baja pero estadísticamente significativa entre la ideación suicida y la adicción a internet. In 2016 in Mexico, there was a rate of 5.1 suicides per 100,000 inhabitants. Aguascalientes is ranked 3rd place nationwide with 9.6 suicides per 100, 000 inhabitants. The main objective of this research was to identify if the pathological use of the Internet (PIU) is a risk factor for suicide in undergraduate students of the Autonomous University of Aguascalientes. Two surveys were conducted and applied by random direct invitation to 102 students, based on the Beck Suicide Ideation Scale and Internet Addiction Test. It was found that 69.61% of the participants have complete control over the use of the internet, 28.43% have frequent problems with the use of the internet and in 1.96% there is internet addiction and it is causing significant problems. Notably, a low but statistically significant correlation was found between suicide ideation and Internet addiction.
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