The objective of this study was to describe the experiences and practices of nurses who provide palliative and end-of-life care to oncology patients, to determine the difficulties they encounter in ...this regard, and to determine how they cope with it.
Data were collected between December 10 and 27, 2022, at a hospital's palliative care clinic. The descriptive phenomenological approach, which is a qualitative research method, was used in this study. The sample of the study consisted of 12 nurses who provided palliative and end-of-life care to oncology patients in a city hospital. The research data were collected with the nurse descriptive form and a semi-structured interview form. Descriptive statistics and the thematic content analysis method were used in the analysis of the data.
The themes that emerged as a result of the interviews with nurses who provided palliative and end-of-life care to oncology patients in palliative units were "various learning experiences," "responsibilities in caregiving," "nursing care practices," "personal motivation sources for nurses," "difficulties," and "experience in coping with difficulties."
In this study, it was determined that nurses who provide palliative and end-of-life care to oncology patients are exposed to some difficulties as a result of their professional experience, that, in addition, they had various learning experiences, and that their coping skills were team cohesion and training. In line with the results of the study, it is recommended to structure palliative in-service training after graduation, to arrange for palliative care centers, and to consider the problems experienced in determining the needs.
Recent trends indicate a rise in the number of elderly and bedridden patients enrolled in home care programs, leading to an increased occurrence of complications such as pressure ulcers within the ...home health care setting.
The primary objective of this research was to ascertain the prevalence of pressure ulcers and identify the associated factors in adults who were recipients of home health care services.
This study, adopting a cross-sectional design, encompassed a sample of 566 patients who sought services from the Home Health Care Unit in a specific province in Turkey. The timeframe for data collection spanned from August to November 2022, during which two primary instruments were employed: the "Demographic Characteristics Form" and two specific scales - the "Braden Pressure Ulcer Risk Assessment Scale" and the "ITAKI Falls Risk Scale."
In this study, the average age of patients receiving home health care services was identified as 75.9 years, with a standard deviation of 15.1 years. Furthermore, 73.7 % of these patients were classified as being at risk for developing pressure ulcers. The study identified a direct correlation between the risk of BRADEN pressure ulcers and the escalation in scores across several parameters. These parameters included "Addiction Status," delineated as a spectrum from addicted to non-addicted, the "Number of Medical Diagnoses," quantified on a scale, the "State of Consciousness," categorized from clear to confused, and the scores derived from the "ITAKI" scale.
The findings of this study highlight the significance of pressure ulcers as a critical health issue among patients receiving home care services. It underscores the necessity for home care nurses to be acutely aware of the risk factors associated with pressure ulcers among high-risk patients.
This study aims to evaluate the knowledge, attitudes and behavior of people towards COVID-19 and to evaluate compliance with practices such as social isolation, curfews, mask use and hand hygiene.
A ...month after the COVID-19 infection was observed in Turkey, a standard questionnaire link was sent to participants via the online questionnaire platform to determine the knowledge, attitude, and behavior of the public. The survey results of 503 people were evaluated.
During the COVID-19 pandemic 81.2% of the participants stayed at home, 79.1% of the participants wore a mask, 74% of the participants expressed to be following social distancing rules, 54.1% confirmed the use of hand sanitizers and 43.9% confirmed the use of gloves (43.9%), which are considered to be personal protective measures. The knowledge of terms such as 'quarantine' and 'isolation' was 94% and 97.4% respectively and 37.2% of the participants were of the opinion that the COVID-19 virus was produced in a laboratory environment. Within the research group, a rate of 65.6% of the participants found their own knowledge of COVID-19 to be sufficient. The participants found the announcements of official institutions more reliable than the announcements on television programs, the internet and social media.
The public information on COVID-19 was found to be sufficient. In order to prevent the spreading of the pandemic, participants were partially compliant to rules such as staying at home, using masks, maintaining hand hygiene and social isolation. Compared to men, women's use of protective equipment was higher.
Aim
This study investigated childhood vaccine hesitancy in two regions with different socioeconomic backgrounds in Kayseri, Turkey.
Subject and methods
The study population consisted of all people ...over 18 years of age admitted to two family health centers (No 65 and 103) in a city center for any reason.
Results
Participants living in the high socioeconomic status (SES) region had a significantly lower mean rating on the CVHQ (Childhood Vaccine Hesitancy Questionnaire - see below) than those living in the low SES region.
Conclusion
Vaccine hesitancy is the main reason for vaccine refusal. Therefore, authorities should provide adequate and accurate information about the significance of vaccines to raise public awareness
This study aims to examine the mediating role of loneliness in the effect of physical activity barriers on quality of life.
The sample of the study consisted of 374 people over the age of 65 who ...applied to a hospital. The data collection tools used in the study are 'Personal Information Form', 'Physical Activity Barriers Questionnaire' 'World Health Organization Quality of Life Instrument-Older Adults Module' and 'Loneliness Scale for the Elderly'. The mediating effect analysis was conducted through the 'Process Macro' developed by Hayes.
According to the obtained results, loneliness mediates the relationship between physical activity barriers and quality of life. Individuals with high levels of loneliness and physical activity barriers have lower levels of quality of life. When the results of the regression analysis indicating the mediating effect were analyzed, it was determined that the effect of physical activity barriers on quality of life were negative and significant. As the level of physical activity barriers increases, the level of quality of life decreases.
In conclusion, it was determined that loneliness plays a mediating role in the relationship between physical activity barriers and the level of quality of life. The study results suggest that adopting a physically active lifestyle is important to reduce adverse health outcomes in the elderly.
This study investigated the predictive effects of nomophobia, netlessphobia, and sleepiness on fatigue. The sample consisted of 907 students from a public university. Data were collected using ...Demographical Information Form, the Firat Netlessphobia Scale, the Firat Nomophobia Scale, the Epworth Sleepiness Scale, and the Chalder Fatigue Scale. Therefore, structural equation modeling was used to identify factors affecting fatigue. The structural equation modeling was performed using the Analysis of Moment Structures. The results showed that nomophobia, netlessphobia, and sleepiness predicted fatigue, explaining 31% of the total variance. Nomophobia and netlessphobia predicted sleepiness, with nomophobia and netlessphobia explaining 18% and 30% of the total variance, respectively. Keywords: Fatigue, nomophobia, netlessphobia, sleepiness, student
Amaç: Bu çalışmanın amacı, nomofobinin dijital oyun bağımlılığı üzerindeki etkisini araştırmak ve bu etkide cinsiyet değişkeninin düzenleyicilik rolünü incelemektir.
Yöntem: Çalışmanın evrenini ...Artvin Çoruh Üniversitesinde öğrenim gören ön lisans ve lisans öğrencileri oluşturmuştur. Bu öğrencilerden dijital oyun oynadığını belirten 1074 öğrenci çalışmanın örneklemini oluşturmuştur. Veri toplama aracında “Öğrenci Bilgi Formu”, “Fırat Nomofobi Ölçeği” ve “Dijital Oyun Bağımlılığı Ölçeği” kullanılmıştır.
Bulgular: Değişik sosyoekonomik düzeylerden öğrencinin yer aldığı bu çalışmanın %60,7’si kadın öğrencilerden oluşmakta olup, katılımcıların yaş ortalaması 21,5 ± 2,9 (Min=17; Max=38) olarak hesaplanmıştır. Elde edilen bulgulara göre nomofobinin dijital oyun bağımlılığı üzerinde etkisinin olduğu belirlenmiştir. Bu etkide cinsiyet değişkeninin moderatör etkiye sahip olduğu ve bu etkide erkek cinsiyette olmanın kadın cinsiyete göre daha büyük etkiye sebep olduğu belirlenmiştir. Ayrıca çalışmada nomofobi’nin dijital internet bağımlılığı değişkeni üzerindeki değişimin yaklaşık %16’sını açıkladığı belirlenmiştir.
Sonuç: Nomofobinin dijital oyun bağımlılığı üzerindeki etkisinde erkek cinsiyetin etkisinin kadın cinsiyete oranla daha büyük olduğu belirlenmiştir. Öğrencilerin nomofobi ve dijital oyun bağımlılık düzeylerinin düzenli olarak değerlendirilmesi, onları etkileyen faktörlerin ayrıntılı olarak belirlenmesi için önerilmektedir.
Objective: The aim of the study was to investigate the effect of nomophobia on digital game addiction and to examine the moderator role of gender variable on this effect.
Method: Associate or undergraduate level university students constituted the study population. The sample consisted of 1074 of these students who stated that they played digital games. “Student Information Form”, “Fırat Nomophobia Scale” and “Digital Game Addiction Scale” were used as data collection tools.
Results: The students with various socio-economic status consisted of 60.7% female, and the mean age was 21.5 ± 2.9 (Min=17; Max=38) years. Based on the findings, nomophobia was determined to have an effect on digital game addiction. Gender variable displayed a moderation effect, more prominent in male gender with respect to female gender. In addition, it was determined in the study that nomophobia explained approximately 16% of the change in the digital internet addiction variable.
Conclusion: The effect of male gender on the effect of nomophobia on digital game addiction is greater than the female gender. Regular evaluation of srudents' nomophobia and digital game addiction levels is recommended to determine the factors that affect them in detail.
Bu çalışma üniversite öğrencilerinin üniversite öğrencilerinin tercih ettikleri dijital oyun türlerini belirlemek amacı ile yapılmıştır. Çalışmanın evreni özel ve kamu üniversitelerinde okuyan ön ...lisans ve lisans öğrencilerinden oluşturmuştur. Örnekleme yöntemi olarak kartopu örnekleme yöntemi seçilmiş, online uygulamalar ve yüz yüze görüşmeler sonucu ulaşılan ve çalışmaya katılmayı kabul eden toplam 1390 öğrenci çalışmanın örneklemini oluşturmuştur. Veri toplama aracı olarak öğrencilerin demografik özelliklerini ve dijital oyun oynama durumlarını sorgulayan bir veri toplama formu ve öğrencilerin dijital oyun bağımlılıklarını ölçmeye yarayan “dijital oyun bağımlılığı ölçeği” kullanılmıştır. Veriler SPSS 26 paket programında analiz edilmiştir. Veri analizinde sayı ortalama, yüzde gibi tanımlayıcı istatistikler kullanılmış. Değişkenlerin karşılaştırılmasında t testi, ilişkilerin aranmasında ise Cramer’s V katsayısı tercih edilmiştir. Çalışmanın bulgularına göre öğrencilerin önemli bir kısmı 1-4 ve 4-8 saat aralığında internet kullanımı gerçekleştirmektedir. Dijital oyun oynama süreleri incelendiğinde önemli bir kısmının 1-4 ve 4-8 saat aralığında dijital oyun oynamaktadır. Öğrenciler tarafından en çok tercih edilen dijital oyun türleri spor ve yarış, aksiyon ve macera türü oyunlardır. Bu oyunlar öğrencilerin en az %20’si tarafından tercih edilmektedir. Ayrıca erkek öğrencilerin kız öğrencilerden anlamlı düzeyde yüksek bağımlılığa sahip oldukları bu çalışmanın bulgularından bir diğeridir. Dijital oyun bağımlığının ve nomofobinin önlenmesi için önleyici tedbirlerin alınması, psikoeğitimin verilmesi ve kitlelere ulaşılmasının ergenler açısından faydalı olabileceği düşünülmektedir.
ABSTRACKT
This study has been carried out to determine the digital game playing characteristics of university students and related factors. The population of the study consisted of undergraduate and bachelor students who were studying at private and public universities. The snowball sampling method was chosen as the sampling method and the sample of the study was formed by a total of 1390 students, who were contacted through online applications and face-to-face interviews and who agreed to participate in the study. A data collection form examining the students' demographic characteristics and digital game playing habits and a "digital game addiction scale" for measuring the students' digital game addiction were used as a data collection tool. The data were analyzed using the SPSS 26 package program. Descriptive statistics such as number, mean and percentage were used in the data analysis. The t test was used to compare the variables and the Cramer's V coefficient was used to look for relations. According to the study findings, a substantial part of the students used the internet between 1-4 and 4-8 hours. When their digital game playing durations were examined, it was observed that a substantial part played digital games between 1-4 and 4-8 hours. The types of digital games students preferred the most were sports and racing, action and adventure games. These games were preferred by at least 20% of the students. In addition, another finding of this study is that male students have significantly higher addiction rates than female students. It is thought that taking measures to prevent digital game addiction and nomophobia, providing psychoeducation and reaching crowds could be beneficial for adolescents.