Trace elements are chemical elements needed in minute quantities for the proper growth, development, and physiology of the organism. In biochemistry, a trace element is also referred to as a micronutrient. Trace elements, such as nickel, cadmium, aluminum, silver, chromium, molybdenum, germanium, tin, titanium, tungsten, scandium, are found naturally in the environment and human exposure derives from a variety of sources, including air, drinking water and food. The Purpose of this study was investigated the effect of aerobic maximal intensity endurance exercise on serum trace elements as well-trained individuals of 28 wrestlers (age (year) 19.64±1.13, weight (Kg) 70.07 ± 15.69, height (cm) 176.97 ± 6.69) during and after a 2000 meter Ergometer test protocol was used to perform aerobic (75 %) maximal endurance exercise. Trace element serum levels were analyzed from blood samples taken before, immediately after and one hour after the exercise. While an increase was detected in Chromium (Cr), Nickel (Ni), Molybdenum (Mo) and Titanium (Ti) serum levels immediately after the exercise, a decrease was detected in Aluminum (Al), Scandium (Sc) and Tungsten (W) serum levels. Except for aluminum, the trace elements we worked on showed statistically meaningful responses (P<0.05 and P<0.001). According to the responses of trace elements to the exercise showed us the selection and application of the convenient sport is important not only in terms of sportsman performance but also in terms of future healthy life plans and clinically.
Introduction and Aim: The most basic problems that the developing technology brings to the life of children are the increasingly decreased physical games, the rapid increase of the digital game addiction and the violent games are pushing the aggressive behavior of the individuals. This research is important for the solution of the problem. Purpose of the research; The relationship between playfulness, digital game addiction and aggressiveness of middle school students in terms of various variables.Method: In this research, which adopts the relational screening model, similar sampling method is used as the objective sampling method. In this direction, the study group is composed of the students from the 2016-2017 education period, the Türdü 100. Year Middle School students affiliated to the Muğla Provincial Directorate of National Education and Maltepe Secondary School students affiliated to the Ankara Provincial Directorate of National Education. 55.6% of the participants were female (n = 213) and 44.4% were male (n = 170). 49.6% (n = 190) of participants attending Türdü 100.Yıl Secondary School, 50.4% of students attending Maltepe Secondary School (n = 193). Of the participants, 42% were 12 years (n = 161), 27.7% were 13 years (n = 106) and 30.3% were 14 years old (n = 116). In order to collect data in the study, Playfulness Scale, Digital Game Addiction Scale for Children, and Aggression Scale were used. The obtained data were subjected to various analyzes using the SPSS 24.0 packet program. Findings: According to research findings, participants' total scores on the scales were statistically significantly different between school type, sex and age variables. At the same time, it was found that the participants had a statistically significant relationship between the total scores of these three scales.Conclusion and Discussion: As a result; Playability, digital game dependency and aggressiveness of middle school students are related to each other. Therefore, it can be said that it is important to investigate the problems to be solved by considering these three situations to solve the present problem.Extended English abstract is in the end of Full Text PDF (TURKISH) file. ÖzetGiriş ve Amaç: Gelişen teknolojinin çocukların yaşamına getirdiği en temel olumsuzluklar arasında fiziksel aktivite içerikli oyunların giderek azalması, dijital oyun bağımlılığının hızlı bir biçimde artması ve bununla bağlantılı olarak özellikle şiddet içerikli oyunların bireyleri saldırganlık davranışına itmesi gibi önemli sorunlar olarak karşımıza çıkmaktadır. Bu araştırma, yaşanan problemin çözümüne ışık tutması açısından önem taşımaktadır. Araştırmanın amacı; ortaokul öğrencilerinin oyunsallık, dijital oyun bağımlılığı ve saldırganlık düzeyleri arasındaki ilişkinin çeşitli değişkenler açısından incelenmesidir.Yöntem: İlişkisel tarama modelinin benimsendiği bu araştırmada, amaçsal örnekleme yöntemlerinden benzeşik örnekleme yöntemi kullanılmıştır. Bu kapsamda çalışmanın örneklemini, 2016-2017 eğitim öğretim döneminde öğrenim görmekte olan Muğla İl Milli Eğitim müdürlüğüne bağlı Türdü 100. Yıl Ortaokulu öğrencileri ile Ankara İl Milli Eğitim Müdürlüğüne bağlı Maltepe Ortaokulu öğrencileri oluşturmaktadır. Katılımcıların % 55,6’sı kadın (n=213), % 44,4’ü erkektir (n=170). Türdü 100.Yıl Ortaokulunda öğrenim görmekte olan katılımcıların oranı % 49,6 iken (n=190), Maltepe Ortaokulunda öğrenim görmekte olan katılımcı oranı % 50,4’tür (n=193). Katılımcıların % 42’si 12 yaş (n=161), % 27,7’si 13 yaş (n=106), %30,3’ ü 14 yaş (n=116) grubundadır. Araştırmada veri toplamak amacıyla Oyunsallık ölçeği, Çocuklar İçin Dijital Oyun Bağımlılığı ölçeği ve Saldırganlık ölçeği kullanılmıştır. Toplanan veriler SPSS 24.0 paket program kullanılarak çeşitli analizlere tabi tutulmuştur. Bulgular: Araştırma bulgularına göre katılımcıların ölçeklerden almış oldukları toplam puanlarının okul türü, cinsiyet ve yaş değişkenleri arasında istatistiksel olarak anlamlı düzeyde farklılık gösterdiği bulunmuştur. Aynı zamanda katılımcıların bu üç ölçekten almış oldukları toplam puanlar arasında istatistiksel olarak anlamlı düzeyde ilişki olduğu görülmüştür. Sonuç ve Tartışma: Sonuç olarak; ortaokul öğrencilerinin oyunsallık, dijital oyun bağımlılığı ve saldırganlık düzeylerinin birbirleri ile ilişkili olduğu dolayısıyla bu problemin tespit ve çözümüne yönelik yapılacak olan araştırmaların bu üç durumu göz önünde bulundurarak ele alınmasının mevcut problemin çözümünde önemli olduğu söylenebilir.
Objective: To evaluate the nature and incidence of pathological ocular conditions in boxing. Methods: A group of 20 active, elite, amateur, asymptomatic Turkish boxers were examined and compared with a control group composed of 20 age matched sportsmen who were not boxers. The boxers had been actively boxing for 5-20 years (mean 9.65), were aged 16-34 (mean 22.25), and weighed 51-91 kg (mean 73.07). They had been involved in 67-500 fights (mean 143.8), with 5-40 losses (mean 17.75). All were championship title holders at the national, European, Olympic, or World level.Results: An atrophic retinal hole was found in one boxer, which was treated with laser prophylaxis. In this series, the incidence of traumatic eye injuries was much lower than in the literature. Possible reasons are their young age, their division being mainly lightweight or middleweight, few fight losses, being elite boxers, their fighting distance being near or distant, protective methods, and racial factors. Conclusion: Boxing does not appear to be as hazardous to the eyes as previously reported, but prospective, longitudinal studies need to be carried out, including boxers of all divisions, ages, boxing experience, and level, and using various methods of fighting and protection. It should be made mandatory for all boxers to have a complete ophthalmological examination at the beginning of their careers and periodically thereafter.
The aim of this study is to determine the validity and reliability of the Digital Game Addiction Scale for Children. The sample group with a mean age of 12 consisted of 364 persons, 152 female (42%) and 212 male (58%). Explanatory factor analysis (AFA) and confirmatory factor analysis (DFA) were performed to ensure the validity of the scale. In the explanatory factor analysis, the items are aggregated under four factors and explain 47.953 of the total variance. The first sub-factor consists of 7th, 10th, 12th, 15th, 19th, 20th, 30th, the second sub-factor consists of 1st, 3rd, 16th, 22nd, 24th, 28th, 31st, the third sub-factor consists of 17th, 21st, 23rd, 25th, 27th, 29th, the fourth sub-factor consist of 2nd, 4th, 13th,14th items. Within the scope of item analysis, the mean scores of the sub 27% (individuals with high levels of measured characteristics) of the group and the top 27% (individuals with low levels of measured characteristics) of the group was examined by conducting independent t-test. Confirmatory factor analysis results have been found to meet standard compliance indices. The reliability of the instrument was tested by the Cronbach Alpha internal consistency coefficient and the Test-retest method. When the reliability analysis results are taken into account, it can be said that the scale is a reliable measuring tool.Keywords: Child; play; digital game; addiction; game addiction.(Extended English abstract is at the end of this document) Özet Bu çalışmanın amacı; "Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği" nin geçerlik ve güvenirliğini tespit etmektir. 152'si kız (%42), 212' si erkek (%58) toplam 364 kişilik çalışma gurubunun yaş ortalaması 12'dir. Ölçeğin yapı geçerliğini sağlamak amacıyla açımlayıcı faktör analizi (AFA) ve doğrulayıcı faktör analizi (DFA) yapılmıştır. Açımlayıcı faktör analizinde maddeler dört faktör altında toplanmış ve toplam varyansın 47.953' ünü açıklamaktadır. Birinci alt faktör 7.,10.,12.,15.,19.,20.,30., ikinci alt faktör 1.,3.,16.,22.,24.,28.,31., üçüncü alt faktör 17.,21.,23.,25.,27.,29., dördüncü alt faktör 2.,4.,13.,14., maddelerden oluşmuştur. Ölçek maddelerinin ayırt ediciliğini belirlemek amacıyla madde analizi kapsamında, toplam ölçek puanına göre belirlenen alt % 27 ve üst % 27 gruplarının ortalama puanları bağımsız t-testi yapılarak incelenmiştir. Yapılan analizlerde ölçekte yer alan maddelerin alt-üst grupların ayırt edilmesinde oldukça güvenilir sonuçlar verdiği söylenebilir. Doğrulayıcı faktör analizi sonuçlarının standart uyum indekslerini karşıladığı sonucuna varılmıştır. Ölçme aracının güvenirliği, Cronbach Alfa iç tutarlık katsayısı ve Test-tekrar test yöntemi ile test edilmiştir. Sonuç olarak, yapılan analizler, "ÇİDOBÖ' nün çocukların dijital oyun bağımlılık durumunu ölçme ve değerlendirmede geçerli ve güvenilir bir ölçek olduğunu ortaya koymuştur.Anahtar kelimeler: Çocuk; oyun; dijital oyun; bağımlılık; oyun bağımlılığı.
Various effects of exposure to volatile organic compounds (VOC) have recently become an important issue because of their widespread use in industry. The aim of this study was to determine the effect of volatile organic solvents commonly used in textile paint industry on free radical levels and the antioxidant enzyme system in textile workers. The study included twenty exposed workers and twenty controls. Blood samples were taken after an overnight fast of 10 to 12 hours. Malondialdehyde (MDA) and total antioxidant capacity (TAC) were studied in serum while super oxide dismutase (SOD) activity was studied in erythrocytes. Statistical analysis was performed using the ANOVA and Kruskall-Wallis analysis tests. MDA and SOD were significantly higher in textile workers than in controls (p<0.01). In contrast, no significant difference was observed between them for TAC (p>0.05). Elevated MDA levels in textile workers may indicate increased lipid peroxidation as a result of long-term exposure to organic solvents, whereas elevated SOD activity suggests that the antioxidant system was activated to counter lipid peroxidation. The results suggest that textile workers occupationally exposed to volatile organic solvents make a risk group and require more frequent periodic examinations.
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