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Öğe Attitudes and behaviors of physicians in dealing with difficult patients and relatives: a cross-sectional study in two training and research hospitals(Tubitak Scientific & Technological Research Council Turkey, 2017) Sandikci, Kamuran Bahar; Ustu, Yusuf; Sandikci, Mert Muhittin; Kayhan Tetik, Burcu; Isik, Derya; Ugurlu, MehmetBackground/aim: The aim of this study was to examine the reasons constituting the definition of 'difficult patient' and to evaluate attitudes and behaviors of physicians in coping with these patients and their relatives. Materials and methods: This cross-sectional study was conducted in May and June 2013 with 400 randomly selected physicians from different specialties working in two training and research hospitals in Ankara. A questionnaire was created by reviewing the relevant literature, by family medicine clinic, and delivered to the physicians following a pilot study. Results: In our study 92.8% of the physicians participating had experienced a negative contact with patients and/or their relatives, previously; 46.8% of the participants stated that they used their own experiences in coping with those situations. The frequency of negative communications was higher in surgical departments, increasing with average daily working hours and number of patients and decreasing with the experience of the physicians. The ways of coping with a difficult patient were nonjudgmental listening, patience, tolerance, and empathy, in declining order of importance. Conclusion: Physicians frequently experience negative communications with patients and/or relatives. Awareness of physicians about the concept of difficult patients and the causes and solutions should be enhanced.Öğe Evaluation of the effects of digital play addiction on eating attitudes(Professıonal medıcal publıcatıons, panorama centre, rm 522, 5th floor, bldg 2, raja ghazanfar alı rd, po box 8766, saddar, karachı 00000, pakıstan, 2018) Tetik, Burcu Kayhan; Kayhan, Duygu; Sertkaya, Serap; Sandikci, Kamuran BaharObjective: To evaluate the impact of digital game addiction on the eating habits of adolescents aged between 9 and 15. Methods: This cross-sectional study was conducted as a survey of 972 middle school students. All data was evaluated with SPSS 22 software, and p<0.05 was accepted as statistically significant. Results: The mean age of the students was 12.0 +/- 1.29. It was found that male students spent more time playing digital games than the females and the more they played, the higher the risk level of their Eating Habit Index became, and the difference for both groups was statistically significant (p<0.001). It was also determined that students from the houses with easy access to internet tend to play digital games for longer periods of time (p<0.001). Conclusion: As a result, children at adolescence age need to be taught which games, how long and when to play and be able to limit them instead of getting banned from playing. We are of the opinion that subjects of digital game addiction and appropriate and efficient use of computers need to be included in the curriculum within the scope of Media Literacy and Information Technologies and Software lessons in order to raise the children's awareness.Öğe Evaluation of the effects of digital play addiction on eating attitudes(Professional Medical Publications, 2018) Tetik, Burcu Kayhan; Kayhan, Duygu; Sertkaya, Serap; Sandikci, Kamuran BaharObjective: To evaluate the impact of digital game addiction on the eating habits of adolescents aged between 9 and 15. Methods: This cross-sectional study was conducted as a survey of 972 middle school students. All data was evaluated with SPSS 22 software, and p<0.05 was accepted as statistically significant. Results: The mean age of the students was 12.0 +/- 1.29. It was found that male students spent more time playing digital games than the females and the more they played, the higher the risk level of their Eating Habit Index became, and the difference for both groups was statistically significant (p<0.001). It was also determined that students from the houses with easy access to internet tend to play digital games for longer periods of time (p<0.001). Conclusion: As a result, children at adolescence age need to be taught which games, how long and when to play and be able to limit them instead of getting banned from playing. We are of the opinion that subjects of digital game addiction and appropriate and efficient use of computers need to be included in the curriculum within the scope of Media Literacy and Information Technologies and Software lessons in order to raise the children's awareness.