This study aims to examine the views of students who take or do not take outdoor sports as undergraduate elective course at different departments of Tokat Gaziosmanpaşa University on environmental sensitivity. The study group consists of 288 undergraduate students with a mean age of 20.9 ± 2.19 studying at the Faculty of Education, Vocational School of Higher Education, Faculty of Dentistry, and Faculty of Engineering and Natural Sciences. Of the students, 140 (90 males and 50 females) take Outdoor Sports as an elective course. Scanning method was employed in the study. A questionnaire on environmental sensitivity to determine the students’ knowledge, sensitivity and attitudes was conducted randomly as data instrument. In the evaluation of data, aside from descriptive statistical methods (arithmetic average, standard deviation, frequency-percentage), normality test was made for all variables in the research. All the variables comply with the normal distribution at p < 0.05 significance level. T-test was conducted for the independent variable in between-group comparisons of the parameters, with a statistical significance at p < 0.05 level. Within this study, a statistically significant difference was found between the general score averages of student views on environmental sensitivity by gender (p = 0.047). However, as far as taking Outdoor Sports as elective is concerned, there was not a statistically significant difference between the general score averages of student views on environmental sensitivity (p = .693). There was also no statistically significant difference between the general score averages of the views on environmental sensitivity of students who take and do not take the elective outdoor sports course (p < 0.05).
The working group of the current study which aims at investigating the relation of isokinetic strength, shoulder mobility and ball velocity at elite male volleyball players was made up of 20 male volleyball team players having the age, body weight and height means; 28,40±3,32 age, 83,25±7,80 kg, 192,54±4,20 cm and volunteering in the study. The data obtained in the study was analysed in the package program of SPSS (Statistical Package for Social Sciences) for Windows 22.0. For all variables in the study, Pearson correlation test was applied. In the research, 60˚/sec. dominant and non-dominant, internal and external isokinetic strength values (nm) were found as 70
Despite a wide base of research suggesting a major role for dysfunctional metacognitions in contributing to anxiety, their role in explaining psychological distress in the context of the COVID-19 pandemic remains unclear. In this study we investigated whether metacognitions would predict anxiety, while controlling for fear and perceived danger of COVID-19. A total of 862 individuals were included in this study. Participants completed sociodemographic questions, emotional state questions relating to COVID-19, the Metacognitions Questionnaire‐30, and the Generalized Anxiety Disorder-7. Results showed that both negative beliefs about thoughts concerning uncontrollability and danger, and cognitive self-consciousness were significant predictors of anxiety beyond the fear and perceived danger of COVID-19. Future studies involving clinical populations are needed to investigate the longer-term impact of metacognitions in the maintenance and exacerbation of anxiety associated with the fear and perceived danger of COVID-19.
IntroductionInternet gaming is acknowledged as a common leisure activity among adolescents yet only a little known about the pscyhodevelopmental roots. Emotion recognition and metacognition which are proved to be determinants in behavioral disorders may be considered salient factors in also internet gaming disorder (IGD).ObjectivesThe research to date has focused on psychological comorbidities rather than risk factors (e.g. dysfunctional metacognitive beliefs, emotion recognition deficits), whereas, improved early intervention would be more likely if risk factors were well defined, especially before the onset of the illness. The objective of this study was to investigate these areas by analyzing associations between metacognitive beliefs, emotion recognition, and IGD among late adolescents with tendency for pathological gaming behavior.Methods806 high school students were recruited and instructed to take Internet Gaming Disorder Scale (IGDT), Meta-Cognitions Questionnaire for Children and Adolescents (MCQ-C) and Reading the Mind in the Eyes Test - Children’s Version (RMET).ResultsMean comparisons corresponding to IGD risk potential showed that positive meta-worry and superstitious, punishment, and responsibility beliefs of MCQ-C were significantly higher in the risky group, whereas; RMET neutral subtest was significantly higher in the non-risky group. Additionally, a positive correlation was found in all subtests of MCQ-C, RMET positive emotions and IGD. Regression analysis revealed that RMET positive subtest and positive meta-worry of MCQ-C predict IGD risk.ConclusionsThe findings of the study partially corroborated the early results found among early adolescents; however, they also indicated the requirement of distinct therapeutic approach for cognitive interventions of IGD in late adolescence period.DisclosureNo significant relationships.
When motion aesthetics and emotion transfer in animation cinema are examined in the historical process, it is seen that they develop and transform in parallel with technology in time. The animation process based on metamorphosis in the early examples has turned into a complex and multi-layered structure in today's animation cinema. This complex multi-layered animation process is seen as a challenge for animation artists. In order to overcome these difficulties and deficiencies, different methods and multidisciplinary studies have been conducted over time. The search for solutions that started with "drawing the force" in the 1930s was followed by the concept of "personality", studies of "elements of animation", and the adaptation of the acting techniques named "Stanislavski System" and the "LMA method" to animation cinema. It is thought that the LMA method offers solutions to the animation artist in the process of animating the connection between the character's inner world and movements, and aesthetic motion design. As a result of the developments in Turkish cartoon sector after 2000, many projects of feature films and TV series have been produced. In the projects produced in Turkey, similar difficulties are existing to establish the relationship between the inner world of the created character and the movement design as a result of the complexity of the animating process. From this point of view, in this study, the movement designs of a Turkish cartoon project named "Rafadan Tayfa" were examined by using LMA method, the consistency of character's inner world and acting/performance designs were observed, and any deficiencies in the animation process were identified and reported.
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.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.