2,063 research outputs found

    The Relationship between Attitudes and Achievement in Mathematics among Fifth Grade Students

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    There have been a number of studies investigating how attitudes such as confidence and motivation affect students and their academic achievement. This study was conducted to identify specifically how fifth grade students’ attitudes affect their achievement in mathematics. Gender was studied to determine its effect on attitude and achievement. Furthermore, various types of personality traits were studied including extroversion, conscientiousness, self-control, and intellectual efficiency to determine their effects on achievement. To gather the data a questionnaire including a Likert scale survey and a math test was administered. The results indicated that there is a significant relationship between attitudes toward and achievement in math. Concerning gender, males had a more positive attitude towards math compared to females, but both genders scored approximately the same on the achievement test. Finally, extroversion was the only trait to have a significant relationship with achievement, showing that students who were more extroverted scored higher on the test. These findings indicate that educators should be aware of students’ attitudes and seek to improve them in order to positively influence students’ academic achievement

    Barbell back squat:How do resistance bands affect muscle activation and knee kinematics?

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    ObjectivesThis study aimed to determine whether looped resistance bands affect knee kinematics and lower body muscle activation during the barbell back squat.MethodsTwenty-six healthy participants (13 female, 13 male) calculated their one repetition maximum (RM) prior to data collection. Each participant performed three squats at both 80% and 40% 1RM wearing a light resistance band, an extra-heavy resistance band and no resistance band.Vicon 3D motion analysis cameras were used to collect the kinematic data, and Delsys Trigno Lab wireless electromyography (EMG) system was used to measure vastus medialis, vastus lateralis, gluteus maximus, gluteus medius and biceps femoris muscle activity. Peak knee flexion angle, peak knee valgus angle and maximum tibial rotation values were examined. Peak EMG values were also analysed after being normalised and expressed as a percentage of maximum voluntary contraction (MVC).ResultsGluteus maximus (GM) activity is significantly increased when a resistance band is used during squatting. However, squatting with a resistance band is detrimental to knee kinematics as it leads to an increase in knee valgus angle and maximum tibial rotation angle. A direct correlation is recorded between an increase in resistance and an increase in these two angles.ConclusionsSquatting with resistance bands is likely to increase the risk of knee injury. Coaches and clinicians who already implement this technique are advised to remove resistance band squats from training and rehabilitation programmes. Further research evaluating the long-term effects of using resistance bands during the barbell back squat should be considered

    Computer games for user engagement in attention deficit hyperactivity disorder (ADHD) monitoring and therapy

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    State-of-the-art computer games and psychological tests for symptom monitoring and therapy in Attention Deficit Hyperactivity Disorder (ADHD) are explored and reviewed. Three foci for research studies are identified: task (human performance) focus; educational focus; medical/clinical focus. It is found that game designs in the literature include a variety of tests of cognition mostly dependent on attention and executive functions (inhibitory motor control, working memory, interference suppression) which involve reactions to stimuli on computer (or mobile phone) screens. In addition, based on the measurement of neural pathways that can be accessed by Brain Computer Interfaces, there are several applications of games that employ biofeedback and demand the user to control aspects of their brain activity to play them, with the aim of improving function. A number of games have been used in clinical studies for self-monitoring and therapy, some of these controlled with comparators such as treatment as usual or cognitive therapies, or with the individual as their own control, where efficacy is evaluated by measuring behavioural and functional outcomes on measurement instruments such as ADHD or behavioural trait questionnaires or other cognitive tests. Other applications of games include education and raising awareness of mental health conditions to reduce stigma. The paper then presents and proposes designs of new games that are based on psychological tests or tasks that aim to monitor or improve attention, inhibitory and/or motor activity including Continuous Performance Tests, Go/No-go and Stop-signal tasks

    Computer games for user engagement in attention deficit hyperactivity disorder (ADHD) monitoring and therapy

    Get PDF
    State-of-the-art computer games and psychological tests for symptom monitoring and therapy in Attention Deficit Hyperactivity Disorder (ADHD) are explored and reviewed. Three foci for research studies are identified: task (human performance) focus; educational focus; medical/clinical focus. It is found that game designs in the literature include a variety of tests of cognition mostly dependent on attention and executive functions (inhibitory motor control, working memory, interference suppression) which involve reactions to stimuli on computer (or mobile phone) screens. In addition, based on the measurement of neural pathways that can be accessed by Brain Computer Interfaces, there are several applications of games that employ biofeedback and demand the user to control aspects of their brain activity to play them, with the aim of improving function. A number of games have been used in clinical studies for self-monitoring and therapy, some of these controlled with comparators such as treatment as usual or cognitive therapies, or with the individual as their own control, where efficacy is evaluated by measuring behavioural and functional outcomes on measurement instruments such as ADHD or behavioural trait questionnaires or other cognitive tests. Other applications of games include education and raising awareness of mental health conditions to reduce stigma. The paper then presents and proposes designs of new games that are based on psychological tests or tasks that aim to monitor or improve attention, inhibitory and/or motor activity including Continuous Performance Tests, Go/No-go and Stop-signal tasks

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    Editor\u27s Note

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