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  • Yükleniyor...
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    Dijital oyunların anjiyografi olmuş çocukların ağrı ve immobilizasyonuna etkisi
    (İnönü Üniversitesi, 2017) Tuncay, Suat
    Aim: The purpose of this study was to determine the effects of digital games on pain level and immobilization of children with angiography operated. Material and Method: This experimental study was conducted between October 2016 and March 2017 in the pediatric cardiology department of Turgut Ozal Medical Center as a pretest posttest control group. The study sample consisted of 80 children with angiography operated between 4-17 years of age (n=40 experiments, n=40 controls). Experimental group children were played digital game suitable for age after angiography operation. Vital signs and Wong-Baker Pain Scale were applied as a pre-test (30th minute) and post-test (90th minute) to both groups and number of in-bed movements recorded by observing. The data were analyzed using, independent t-test, paired t-test, percentage and Mann-Whitney U test. Results: It was determined that the average age of the children was 8,72 ± 3,65. 38% had ASD and 26% had PDA. There was no significant difference between groups when total respiratory rate, blood pressure, heart rate, saturation value and pain score were compared at 30 minutes after angiography operation (p>.05). After 90 minutes of angiography operation, the pain level of children, who played digital games decreased significantly when compared to the control group (p<0.001). There was also a significant difference between groups on oxygen saturation (p<.01) and number of in-bed movements (p<.001) in post test. Conclusion: Playing digital games to children, who operated angiography showed that it decreased pain level and mobility. Key words: Pain, Immobilization, Digital Games, Angiography, Children, Nursing
  • Yükleniyor...
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    The effects of playing digital games on the pain levels and mobility states of children post-angiography: A randomized controlled trial
    (2019) Gunay, Ulviye; Tuncay, Suat
    Aim: The aim of this study was to assess the effects of playing digital games on the pain levels and mobility states of children post-angiography.Material and Methods: This randomized controlled trial was carried out at the pediatric cardiology clinic at a tertiary care hospital in eastern Turkey between October 2016 and July 2017. Eighty children (n=40 digital game group, n=40 control group) post-angiography were randomized. Children in the experimental group played digital games. Wong–Baker FACES pain rating scale (WBFS) and in-bed movement form were used.Results: TThe difference between the means pretest WBFS scores of the digital game group and control group children was not significant (t=1.29; p>0.05). The difference between the mean posttest WBFS scores of the digital game group and control group children was statistically significant (t=9.63; p0.01). The mean number of in-bed movements was 2.45±1.53 in the digital game group and 13.25±18.92 in the control group. The difference between two groups in total mean number of in-bed movements was significant (p0.01).Conclusion: For children who are post-angiography, playing digital games decreased pain levels and mobility states.
  • Yükleniyor...
    Küçük Resim
    Öğe
    The effects of playing digital games on the pain levels and mobility states of children post-angiography: A randomized controlled trial
    (2019) Tuncay, Suat; Günay, Ulviye
    Abstract: Aim: The aim of this study was to assess the effects of playing digital games on the pain levels and mobility states of children postangiography.Material and Methods: This randomized controlled trial was carried out at the pediatric cardiology clinic at a tertiary care hospital ineastern Turkey between October 2016 and July 2017. Eighty children (n=40 digital game group, n=40 control group) post-angiographywere randomized. Children in the experimental group played digital games. Wong–Baker FACES pain rating scale (WBFS) and in-bedmovement form were used.Results: TThe difference between the means pretest WBFS scores of the digital game group and control group children was notsignificant (t=1.29; p>0.05). The difference between the mean posttest WBFS scores of the digital game group and control groupchildren was statistically significant (t=9.63; p<0.01). The mean number of in-bed movements was 2.45±1.53 in the digital gamegroup and 13.25±18.92 in the control group. The difference between two groups in total mean number of in-bed movements wassignificant (p<0.01).Conclusion: For children who are post-angiography, playing digital games decreased pain levels and mobility states.
  • Yükleniyor...
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    Hemşirelerin mobbing davranışlarına maruz kalma durumlarının belirlenmesi
    (İnönü Üniversitesi Sağlık Bilimleri Dergisi, 2016) Günay, Ulviye; Oltuluoğlu, Hatice; Aylaz, Rukuye; Çalışkan, Zekeriya; Tuncay, Suat
    Bu çalışma hemşirelerin mobbing davranışlarına maruz kalma durumlarının belirlenmesi amacı ile yapıldı. Araştırma, tanımlayıcı olarak Şubat-Nisan 2015 yılında Malatya Devlet Hastanesi ve İnönü Üniversitesi Turgut Özal Tıp Merkezinde çalışan 311 hemşire ile yapıldı. Veriler katılımcıların mobbing algılarını ve mobbinge maruz kalma durumlarını ölçmek amacıyla Laymann tarafından geliştirlen mobbing algı ölçeği aracılığı ile toplandı. Verilerin değerlendirilmesinde yüzdelik, frekans, aritmetik ortalama ile Unpaired t testi, One Way ANOVA, Mann-Whitney U, Kruskal- Wallis testleri kullanıldı. Bu çalışmada hemşirelerin %38.6’sı 32 yaş ve üstü, %87.1’i lisans muzunu, %75.9’unun üniversite hastanesinde çalıştığı belirlendi. Hemşirelerden haftalık 40-47 saat arasında çalışanların mobbing algıları arasında fark önemli bulundu. Hemşirelerin maruz kaldığı mobbing davranışları; konuşurken sebepsiz yere sözlerinin kesilmesi (%84.6), işi ile ilgili kararlarda fikirlerinin önemsenmemesi (%76.3), kötü söze ve küfre maruz kalma (%57.2) olarak belirlendi. Hemşirelerin %62.1’i hasta yakınları tarafından mobbing’e uğradıkları, %35.4’ü maruz kaldığı bu davranışa tepki olarak “karşılık” verdiği belirlendi. Bu bulgular doğrultusunda hemşirelerin çalışma şartlarının iyileştirilmesi, tüm topluma ilk eğitim yıllarından başlayarak kişiler arası iletişime yönelik “etkin” eğitim verilmesi ayrıca mobbing ve sonuçları hakkında farkındalık oluşturulması önerilebilir.

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