727 research outputs found

    Avaliação da vacina Circovac(r) no controle da síndrome da circovirose suína (SCS) em condições de campo no Brasil.

    Get PDF
    bitstream/item/58046/1/CUsersPiazzonDocuments473.pdfProjeto/Plano de Ação: 03.07.51.900-07

    Do adolescents exposed to peer aggression at school consider themselves to be victims of bullying? The influence of sex and age

    Get PDF
    Introduction Exposure to peer aggression (PA) and bullying victimization (BV) are both expressions of peer victimization. Objectives In four age-sex groups, (1) Can exposure to PA and BV be considered distinct experiences? (2) To what extent do adolescents exposed to PA consider themselves bullying victims? and (3) What is the effect on BV of the number of PA events experienced? Methods This cross-sectional study evaluated a probabilistic community-based sample of 669 adolescents (11-15 years, 51.7% girls). A three-stage probabilistic sampling plan involved random selection of census units, eligible households, and one target child per household selected. A 15-item scale investigated exposure to PA events (physical aggression, verbal harassment, social manipulation) occurring more than once in the past six months. BV occurring more than once a week or most days in the past six months was investigated after presenting respondents with a BV definition that required them to feel harmed by their victimization experiences. Results Adolescents exposed to PA and/or BV reported PA only (76.2%), BV only (4.7%), and both (19.1%). Rates of BV among those exposed to PA were as follows: 11-to-12-year-old boys (22.7%), 13-to-15-year-old boys (9.7%), 11-to-12-year-old girls (46.5%), and 13-to-15-year-old girls (13.2%). Multiple logistic regression analysis (outcome = BV) found a significant interaction between PA, age, and sex. PA events had a significant effect on BV for all except older girls. Conclusion Exposure to PA and BV are different constructs; few older boys exposed to PA consider themselves bullying victims; and older girls are less affected by PA when it comes to BV

    Maternal Awareness of Adolescent Bullying Victimization in a Low-Income Context

    Get PDF
    The published manuscript is available at EurekaSelect via https://doi.org/10.2174/2210676609666190808094820.Background: Adolescents and parents often disagree about the perception of bullying victimization since adults tend to underestimate its occurrence. Objective: This study identifies factors that can influence maternal perception of bullying victimization experienced by her son/daughter in the past 12 months. Methods: This cross-sectional study involved a representative sample of in-school adolescents (n=669, 11-15-years) living in Itaboraí city, Brazil (mean age±SE: 13.01±0.07 years; 51.7% females). A 3-stage probabilistic sampling procedure (random selection of census units, eligible households and target child) generated sampling weights. Trained lay interviewers individually applied semi-structured questionnaires to mothers and adolescents in the households. Multivariable logistic regression analysis examined factors potentially influencing maternal perception of bullying victimization experienced by her son/daughter: adolescent gender and age, adolescent self-perceived bullying victimization, exposure to severe physical punishment by parents, internalizing/externalizing behaviour problems identified by the Youth Self-Report/YSR, maternal education and maternal anxiety/depression identified by the 20-item Self-Reporting Questionnaire/SRQ-20. Results: Univariable logistic regression analysis identified a strong association between adolescent self-perceived bullying victimization and maternal perception of bullying victimization experienced by her son/daughter. Multivariable models showed that adolescent perception influenced maternal perception when adolescents had no clinical internalizing behaviour problems and when mothers had higher education. Conclusion: Anxious/depressive adolescents may hide victimization incidents, while those with no problems probably reveal these incidents to the mother. Considering that maternal low education is an indicator of low socioeconomic status, which is associated with multiple stressors, less educated mothers may be more likely to interpret these incidents as a common part of growing-up

    Causas infecciosas de problemas reprodutivos na produção de suínos.

    Get PDF
    bitstream/item/57975/1/CUsersPiazzonDocuments498.pd

    Integrating health behavior theory and design elements in serious games.

    Get PDF
    Background: Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective: To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods: We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results: A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions: This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose

    Inoculating an agile company with user-centred design: an empirical study

    Get PDF
    We present an empirical study on facilitating the adoption of user-centred design (UCD) in small Agile companies. To this end, we introduced a curated set of qualitative design practices in an Agile organisation, engaging developers in a lightweight series of workshops. Our results suggest that the approach followed enhanced internal communication and promoted a concrete shift towards a more user-centred perspective. However, the presence of a predominant non-Agile customer seems to have limited potential benefits. © The Author(s) 2017
    corecore