Die Studie stellt die Situation zu Mobbing-Erfahrungen in den Bundesländern Hessen und Sachsen im Überblick dar und greift dabei auf die Daten der Erhebungswelle 2006 der HBSC-Studie zurück. Es wird untersucht, inwieweit über den Migrationshintergrund der Schüler hinaus andere Variablen der individuellen bzw. der Klassen- und Schulebene Einfluss haben.Etwa ein Drittel der Befragten gibt an, bereits Mobbing-Erfahrungen gemacht zu haben; ungefähr ein Viertel ist bereits als Mobbing-Täter auffällig geworden. Zudem erweist sich bei den Tätern das Geschlecht, das Alter sowie die Heterogenität bzw. der Migrantenanteil in der Klasse in unterschiedlicher Weise als relevant. Der Migrationshintergrund hat lediglich in Hessen Gewicht. Schüler mit niedrigerem sozioökonomischen Status zeigen ein erhöhtes Risiko, Mobbing-Opfer zu werden. Heterogene Klassen haben in Hessen einen positiven, in Sachsen einen ambivalenten Einfluss.
The purpose of this study was to undertake an assessment and differentiated examination of the development of bullying and violence in schools between 2002 and 2010 in Germany.We examined the national German data of Health Behaviour in School-aged Children (HBSC) study in 2002, 2006 and 2010. A paper-pencil questionnaire was distributed to a representative sample (N=17 929) of 11-, 13- and 15-year-old school children. The evaluation of the data was done by descriptive statistics and logistic regression analyses, controlled by age, gender, family affluence, school type and survey year.A clear positive trend could be identified: from 2002 to 2010 the number of bullies and bully victims decreased whereas the group of the uninvolved pupils increased. There was a delay in this trend for children with low family affluence.The obvious success in the prevention of violence is shown by the decreasing rate of bullies. The paper discusses whether future prevention should focus more on victims and children with educationally deprived background.
STEAM is a serious game developed as a medium for helping teachers to experience multimodality for teaching and learning. A design-based paradigm is adopted to elucidate how in-game design elements coupled with learning may visualize in-game multimodal representations. Multimodality is experienced as a process of creating meaning though connecting and combining different modes, semiotic resources and semiotic ensembles. In this paper, we present the design and usability evaluation of the game. The usability study was conducted with (n=32) school teachers completing an online survey after playtesting the game for identifying, capturing and fine-tuning in-game usability aspects. The findings indicated that the game's core mechanics, the ingame dialogues and card-game, represent and visualise the content and process of multimodal in-game ensembles whilst the development of in-game feedback and progress indicators was perceived as having the capacity to guide understandings on in-game multimodality and to track in-game progress.
Concerning community mental health care, current studies’ results have shown many benefits for individuals that are suffering from mental disorders and their families also, of the nursing care that is provided from Family and Community Nurses. According to these results the patient – centered, adequate and continuing nursing care is an essential condition for better health outcomes of chronic mental health disorders, can reduce relapses and hospitalizations, saving significant fund
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.