2017
DOI: 10.24193/epsz.2017.1.2
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Psychometric properties of the SDQ hyperactivity subscale in a Transylvanian minority community sample. A pilot study

Abstract: In the current study the SDQ was used as an ADHD screening tool. The main aim was to examine the psychometric properties: reliability and validity of the Hungarian version of SDQ hyperactivity subscale. In a Transylvanian community sample, a Hungarian minority group of 42 children in Romania (N=42), aged between 5-11 years, parents and teachers filled out the SDQ, CBCL/TRF, ADHD-RS-IV. The internal consistency of the SDQ teacher and parent version was α=.91, respectively α=.83. Cronbach's alpha results indicat… Show more

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“…Multimediabased learning approach to transferring information from a form of static text books to a new learning patterns are more interesting (Jamaludin, 2000). One of the applications of gamification in education is training working memory (Farcas, Szamosközi & Takacs, 2016) within online educational courses (MOOC) (Chang & Wei, 2016), in order to engage students in educational environments (Landers & Landers, 2014). On the other hand, Sanchez, Langer & Kaur (2020) study aimed at enhancing the understanding of which gamification can improve learning outcomes (e.g., Koivisto & Hamari, 2014;Landers, Bauer & Callan, 2017;Sharifi Fard, Alkelani & Tamam, 2019) by building on the theory of Abstract: Gamification has been taken seriously as an educational approach that is able to facilitate learning, encourage motivation and engagement, improve learner participation and lesson interactivity, and stimulate learners towards the expansion of their knowledge.…”
Section: Introductionmentioning
confidence: 99%
“…Multimediabased learning approach to transferring information from a form of static text books to a new learning patterns are more interesting (Jamaludin, 2000). One of the applications of gamification in education is training working memory (Farcas, Szamosközi & Takacs, 2016) within online educational courses (MOOC) (Chang & Wei, 2016), in order to engage students in educational environments (Landers & Landers, 2014). On the other hand, Sanchez, Langer & Kaur (2020) study aimed at enhancing the understanding of which gamification can improve learning outcomes (e.g., Koivisto & Hamari, 2014;Landers, Bauer & Callan, 2017;Sharifi Fard, Alkelani & Tamam, 2019) by building on the theory of Abstract: Gamification has been taken seriously as an educational approach that is able to facilitate learning, encourage motivation and engagement, improve learner participation and lesson interactivity, and stimulate learners towards the expansion of their knowledge.…”
Section: Introductionmentioning
confidence: 99%