141 research outputs found
Short-Term Orchestral Music Training Modulates Hyperactivity and Inhibitory Control in School-Age Children: A Longitudinal Behavioural Study
Survey studies have shown that participating in music groups produces several benefits,
such as discipline, cooperation and responsibility. Accordingly, recent longitudinal
studies showed that orchestral music training has a positive impact on inhibitory control
in school-age children. However, most of these studies examined long periods of training
not always feasible for all families and institutions and focused on children’s measures
ignoring the viewpoint of the teachers. Considering the crucial role of inhibitory control on
hyperactivity, inattention and impulsivity, we wanted to explore if short orchestral music
training would promote a reduction of these impulsive behaviors in children. This study
involved 113 Italian children from 8 to 10 years of age. 55 of them attended 3 months of
orchestral music training. The training included a 2-hour lesson per week at school and
a final concert. The 58 children in the control group did not have any orchestral music
training. All children were administered tests and questionnaires measuring inhibitory
control and hyperactivity near the beginning and end of the 3-month training period.
We also collected information regarding the levels of hyperactivity of the children as
perceived by the teachers at both time points. Children in the music group showed
a significant improvement in inhibitory control. Moreover, in the second measurement
the control group showed an increase in self-reported hyperactivity that was not found
in the group undergoing the music training program. This change was not noticed by
the teachers, implying a discrepancy between self-reported and observed behavior at
school. Our results suggest that even an intense and brief period of orchestral music
training is sufficient to facilitate the development of inhibitory control by modulating the
levels of self-reported hyperactivity. This research has implications for music pedagogy
and education especially in children with high hyperactivity. Future investigations will test
whether the findings can be extended to children diagnosed with ADHD
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Selfitis behavior: assessing the Italian version of the Selfitis Behavior Scale and its mediating role in the relationship of dark traits with social media addiction
Research on selfie-related behavior has recently flourished. The present study expands theoretical and empirical work on phenomenon by assessing the psychometric properties of the Selfitis Behavior Scale among an Italian sample and by examining its unexplored mediating role in the relationships between dark triad traits and social media addiction. A total of 490 participants (53.1% females) completed a self-report survey including socio-demographics, the Selfitis Behavior Scale (SBS), the Short Dark Triad Scale (SD3), and the Bergen Social Media Addiction Scale (BSMAS). Results showed the SBS had a five-factor structure with good psychometrics properties in terms of reliability coefficients and measurement invariance across gender. In addition, findings from the path model supported the mediating role of selfitis behavior in the relationships of narcissism and psychopathy with social media addiction. Machiavellianism was found to be unrelated to selfitis behavior and social media addiction. The model shed light into the previous inconsistent findings on the associations between dark triad traits and social media addiction by taking into account the key role of selfitis behavior as an underlying mechanism. The findings may explain individual differences in personality traits associated with co-dependence (i.e., the combination of the dependence on self and others and social media addiction)
The new challenge of sports nutrition: Accepting insect food as dietary supplements in professional athletes
Background: The dietary supplements market is growing, and their use is increasing among professional athletes. Recently, several new protein supplements have been placed in the marketplace, including energy bars enriched with insect flour. Edible insects, which are rich in protein content, have been promoted as the food of the future and athletes could be a reference sample for their continued emphasis on higher protein demand. The present study investigated the potential motivations to accept an energy protein bar with cricket flour, among a group of selected Italian professional athletes. A second aim was also to measure how an information treatment about the benefits of edible insects would have impact on acceptance. Methods: 61 Italian professional athletes (27 females) completed a structured questionnaire regarding supplements and eating habits, food neophobia, nutrition knowledge, willingness to taste edible insects and the associated factors. A question about sports endorsement was also posed at the end of the survey. Results: all subjects consumed supplements, generally recommended by medical personnel, even though their general knowledge of nutrition was poor (47.8%). Our main results shown that on a seven-point Likert scale, the protein content (5.74 ± 1.01) and the curiosity about texture (5.24 ± 0.98) were the main drivers to taste the cricket energy bar; whereas the feeling of disgust (5.58 ± 1.08) justified the rejection of tasting insects. In addition, the level of food neophobia increases with age (p < 0.05) and reduces willingness to endorse the cricket bar (p < 0.05). Male athletes (4.47 ± 1.69) were more likely to endorse the product than females (3.3 ± 1.49). An increase in willingness to taste was observed after the information treatment (z = 4.16, p < 0.001). Even though the population under investigation is unique, it is important to mention that this study involves a relatively small and convenience sample, and therefore generalizability of the results should be done with caution
Videogame Addiction Scale for Children: Psychometric Properties and Gamer Profiles in the Italian Context
Given the few studies examining the evaluation of screening tools for videogame addiction among children aged 12 years and under, the present study analyzed (i) the psychometric properties (factorial structure, reliability indices and criterion validity) of the Italian version of the Videogame Addiction Scale for Children (VASC) and (ii) its construct validity using a person-centered approach. Two studies were carried out. In study 1, 728 participants completed a survey including demographic information, questions concerning the amount of time spent in playing videogames, and the Italian version of the VASC. In study 2, 1008 participants completed a survey comprising demographic information, the Italian version of the VASC, the Big Five Questionnaire for Children, and the social dimension subscale of the Multidimensional Self-Concept Scale. Findings supported (i) the four-dimensional first-order factor structure, (ii) full scalar invariance across age groups and partial scalar equivalence across gender, and (iii) reliability and criterion validity of the VASC. The construct validity of the VASC was confirmed by the identification of two distinct profiles (high videogame players vs. low videogame players) and their specific patterns of associations with personality traits and social self-concept. Interaction effects of gender × profiles on personality traits were evidenced. Overall, the findings provided validity for the use of the Italian version of the VASC and extending the body of literature on videogame addiction
Decisional procrastination in academic settings: The role of metacognitions and learning strategies
Nowadays, university students suffer from a broad range of problems, such as educational underachievement or the inability to control themselves, that lead to procrastination as a consequence. The present research aimed at analyzing the determinants of decisional procrastination among undergraduate students and at assessing a path model in which self regulated learning strategies mediated the relationship between metacognitive beliefs about procrastination and decisional procrastination. 273 students from Southern Italy filled out a questionnaire composed by: the socio-demographic section, the Metacognitive Beliefs About Procrastination Questionnaire, the procrastination subscale of the Melbourne Decision Making Questionnaire, and the Anxiety, the Time Management, and the Information Processing subscales of the Learning and Study Strategies Inventory. Results showed that the relationship between negative and positive metacognitive beliefs about procrastination and decisional procrastination was mediated only by time management and anxiety. Such findings underlined the crucial role played by learning strategies in predicting the tendency to delay decisional situations and in mediating the relationship between metacognitive beliefs about procrastination and decisional procrastination
Assessment of the Italian version of the Internet Disorder Scale (IDS-15)
Much research has focused on the validation of psychometric tools assessing Internet addiction. One of the newest measures is the Internet Disorder Scale (IDS-15) based on the modified IGD criteria outlined in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). This study aimed at investigating the psychometric properties of the Italian version of the IDS-15 by examining the construct and the concurrent and the criterion-related validity and by identifying the taxonomy and the patterns of Internet users. A sample of 471 participants (Mage = 24.72 years, SD = 8.66; 256 males) was recruited from secondary schools, universities, and gaming halls. Confirmatory factor analyses supported the four-dimensional second-order structure and the three levels of the measurement invariance across gender. The reliability and the validity of the scale were confirmed, and the LPAs provided four classes of Internet users on the basis of the scores obtained in all four dimensions of the scale. The psychometric robustness of the Italian version of the IDS-15 was clearly demonstrated. Cross-cultural research should expand and generalize the present findings
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Videogame Addiction Scale for Children: psychometric properties and gamer profiles in the Italian context
Given the few studies examining the evaluation of screening tools for videogame addiction among children aged 12 years and under, the present study analyzed (i) the psychometric properties (factorial structure, reliability indices and criterion validity) of the Italian version of the Videogame Addiction Scale for Children (VASC) and (ii) its construct validity using a person-centered approach. Two studies were carried out. In study 1, 728 participants completed a survey including demographic information, questions concerning the amount of time spent in playing videogames, and the Italian version of the VASC. In study 2, 1008 participants completed a survey comprising demographic information, the Italian version of the VASC, the Big Five Questionnaire for Children, and the social dimension subscale of the Multidimensional Self-Concept Scale. Findings supported (i) the four-dimensional first-order factor structure, (ii) full scalar invariance across age groups and partial scalar equivalence across gender, and (iii) reliability and criterion validity of the VASC. The construct validity of the VASC was confirmed by the identification of two distinct profiles (high videogame players vs. low videogame players) and their specific patterns of associations with personality traits and social self-concept. Interaction effects of gender × profiles on personality traits were evidenced. Overall, the findings provided validity for the use of the Italian version of the VASC and extending the body of literature on videogame addiction
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Further exploration of the psychometric properties of the revised version of the Italian smartphone addiction scale – short version (SAS-SV)
Problematic smartphone use (PSU) is an emerging public and social issue, potentially connected to the significant increase in smartphone applications. Different scales have been designed and developed to identify the risk of smartphone addiction, and the 10-item Smartphone Addiction Scale-Short Version (SAS-SV) is one of the most used instruments to assess the risk of PSU. The main objective of the present study was to provide further psychometric properties of the Italian version of the SAS-SV. The study was conducted with a convenience sample of 858 Italian university students. Parallel and confirmatory factor analyses were performed to confirm if the one-factor structure fitted the data well. In addition, because previous studies have emphasised gender and age differences in the SAS-SV, measurement invariance was also tested. Network analysis, predictive validity, and convergent validity were also explored. The parallel analysis results suggested removing Item 3 (feeling pain) because its factor loading was low, resulting in a nine-item SAS-SV. The measurement invariance showed that the SAS-SV performed similarly for gender and age. However, partial scalar invariance across gender and age was observed. Furthermore, gender differences indicated that more females than males scored higher on SAS-SV. No significant age differences were found. The receiver operating characteristic (ROC) curve results indicated a cutoff of 29 points as the best for the SAS-SV (AUC = 0.85). Moreover, among males, the cutoff was 25 (AUC = 0.84), and among females, the cutoff was 30 (AUC = 0.84). The SAS-SV showed a strong association with problematic social media use (PSMU) and other variables related to smartphone use (e.g., time spent on Facebook, Instagram, and WhatsApp). Overall, the present study results indicate that the nine-item SAS-SV appears to be a valid and reliable instrument to assess PSU risk among Italian university students
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A latent profile approach for the study of internet gaming disorder, social media addiction, and psychopathology in a normative sample of adolescents
Background: For a small minority of individuals, the overuse of digital technologies has been associated with negative factors, including psychological distress and psychopathological symptoms. Two technology-based addictions – internet gaming disorder (IGD) and social media addiction (SMA) – have been found to be related to comorbid disorders and impulsivity especially in adolescents and emerging adults’ populations, but results in this field are inconclusive.
Purpose: Using the latent profile analysis (LPA), this study identified different profiles of adolescents characterized by unique patterns of psychopathological risks, and similar levels of impulsivity, IGD, and SMA.
Participants and methods: A total of 643 participants (312 males; Mage =16.02 years) were divided into three age groups (early, mid-, and late adolescence). They completed a battery of scales comprising: Internet Gaming Disorder Scale–Short Form, Bergen Social Media Addiction Scale, Barratt Impulsiveness Scale for Adolescents, and Symptom Checklist-90-R.
Results: LPAs revealed distinct profiles across early, mid- and late adolescence with regards to the psychopathological variables taken into account. Specifically, only two profiles were identified in the 14–15 year age group, whereas three profiles emerged in the 16–17 year age group.
Conclusion: This study highlighted that the profiles identified in each age group differed in terms of psychopathological risk (low, medium and high), showing instead similar (and non-clinical) scores in technology-based addictions and impulsivity. Results could be useful in designing prevention and intervention programs in youth showing similar patterns for technology-based addictions, but different levels of psychopathological symptoms
Measurement invariance of the nine-item Internet Gaming Disorder Scale (IGDS9-SF) across Albania, USA, UK, and Italy
The IGDS9-SF, which assesses Internet Gaming Disorder behaviors, has been validated in a number of countries (Portugal, Italy, Iran, Slovenia), although the psychometric equivalence of the instrument has been assessed only across Australia, the USA, the UK, and India. This research aimed at providing further cross-cultural insights into IGD by assessing the factorial structure of the IGDS9-SF in Albania and investigating its measurement invariance across Albanian, Italian, American, and British gamers. Multi-Group Confirmatory Factor Analyses were performed on a sample of 1411 participants from Albania (n=228), USA (n=237), the UK (n=275), and Italy (n=671). The CFAs confirmed the single-factor structure in the four countries. Measurement invariance supported the configural invariance and partially supported the metric and scalar invariance. Overall, the findings provided evidence for the underlying factor assessing IGD across the countries, although the specific
meaning of the construct was non-identical
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