Psychology
Soolmaz Dehghani Dowlatabadi
Abstract
Women's mental health can overshadow theirs other responsibilities; therefore, examining the role of influential factors in mental health has been considered a matter of importance. The present study aimed to investigate the role of emotional components of quality of life in predicting the mental health ...
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Women's mental health can overshadow theirs other responsibilities; therefore, examining the role of influential factors in mental health has been considered a matter of importance. The present study aimed to investigate the role of emotional components of quality of life in predicting the mental health of married women. This study was descriptive-correlational. In this regard, 240 individuals from the married women community of Shiraz were purposefully selected and surveyed in cyberspace using the SF-36 Quality of Life Questionnaire and the General Health Questionnaire – 28 (GHQ-28). To analyze the data, multiple regression analysis (enter model) was employed. Data analysis revealed that emotional components of quality of life have a significant relationship with mental health (p< 0.01). Multiple regression analysis showed that the components of energy/fatigue, emotional well-being, and social functioning play a positive role in predicting the mental health of married women; moreover, the component of role dysfunction plays a negative part due to lack of emotional health. According to the findings of the present study, it could be concluded that the emotional well-being, happiness, and vitality of married women can play an important role in their mental health.
Psychology
SeyedTeymur SeyediAsl; Alireza Nazari Anamagh; Elham Sadeghi; Shahram Jafarzadeh; Mehdi Badali
Abstract
This research examined the relationship between video games and cognitive skills including critical thinking and creative thinking. This was an analytical and cross-sectional study. The population of the present research consisted of high school students of Ardebil in the academic year 2013-2014. A sample ...
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This research examined the relationship between video games and cognitive skills including critical thinking and creative thinking. This was an analytical and cross-sectional study. The population of the present research consisted of high school students of Ardebil in the academic year 2013-2014. A sample consisting of 105 students, (54 female and 51 male), was selected using multi-stage cluster sampling. They filled out two questionnaires, namely the California Critical Thinking Skill Test (CCTST) and Critical Thinking Test (CT). The data collected from the questionnaires were analyzed by SPSS through one-way analysis of variance (ANOVA) as well as the Scheffe test. To conduct the analysis, the participants were divided into four groups based on the number of hours spent playing video games every day, namely no gaming, less than 1 hour, between 1-2 hours, and more than 2 hours of gaming; they were also divided into four groups based on the number of years they had been playing video games, namely no gaming, less than a year, 1-2 years, and more than 2 years. The results of the one-way ANOVA revealed significant differences in creativity between the four groups based on the hours spent playing and the number of years the subjects had been playing video games (P<0.05). The differences between the four groups in terms of critical thinking were also significant (P<0.05). The findings indicated that the individuals spending up to two hours playing video games on a daily basis had higher levels of creativity and critical thinking compared to non-gamers.