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Syndrom vyhoření u žáků středních škol / Burnout syndrom at the high school studentsPechancová, Jana January 2014 (has links)
The diploma thesis deals with the school burnout as a new phenomenon. The thesis gives an overview of associated field problems, different causes and factors important to its development. The first chapter of the work includes a brief description of a developmental period of adolescence, which is a critical stage to the development of school burnout. The thesis further speaks about the role of education in adolescence; in this context it mentions the role of classmates, school class and school, teachers and parents. The thesis also speaks in details about stressors in school environment and overall stress. A next part of the work is devoted to the basic concept of burnout syndrome from which school burnout is derived. It gives several definitions and different conceptions of burnout syndrome, describes causes, personal characteristics leading toward burnout and its course. The empirical part the diploma thesis displays a process of an adaptation of School Burnout Inventory, which was translated and extended. It introduces elementary psychometric characteristics of the new questionnaire. This questionnaire was tested on a research sample of 323 high school students of five high schools in Prague, including two comprehensive secondary schools. Findings indicate interesting relations of school...
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Akademiskt välbefinnande och psykologi som kunskapsämne : En kvantitativ studie bland elever som läser psykologi på gymnasienivåTerneborg, Linda January 2017 (has links)
Tidigare forskning har funnit samband mellan akademiskt välbefinnande, school burnout ochupplevda inlärningssvårigheter hos gymnasieelever i bland annat matematik. Denna studieriktades mot ämnet psykologi. Studiens syfte var att öka kunskap om akademisktvälbefinnande, school burnout och upplevda inlärningssvårigheter bland gymnasieelever somläser ämnet psykologi. School burnout undersöktes med School Burnout Inventory (SBI) sommäter känslor av otillräcklighet, cynism och upplevda krav. Upplevda inlärningssvårigheterundersöktes genom en standardiserad enkät som mäter elevens eventuella grad av besvärinom specifika områden av lärande. Urvalet bestod av elever (N=80) från fyra klasser somläste kursen Psykologi 2a. Enkäterna bestod av totalt 14 frågor, en del med nio frågor för SBIoch en del med nio frågor för upplevda inlärningssvårigheter. I motsatts till förväntaderesultat korrelerade school burnout negativt med upplevda inlärningssvårigheter, det vill sägaatt högre nivåer av school burnout visar samband med lägre nivåer av upplevdainlärningssvårigheter. Implikationer av studiens resultat visar att fler studier behövs för attkunna dra slutsatser om psykologiämnets förhållande till akademiskt välbefinnande samt föratt vidare undersöka förhållandet mellan school burnout och upplevda inlärningssvårigheter.
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What are the pressures affecting game students during a game production course? : A qualitative research conducted over a small population of undergraduate international game studentsMimoun, Arnaud January 2020 (has links)
The game industry is modern and as such in constant evolution, therefore it needs information on how to better its work practices either it be on a professional level or at a training level. This thesis focuses on game education, specifically on the game students partaking in such education and developing a game as part of a game-based development course. The study investigated what kinds of pressure might be afflicting game students at Uppsala University during their game production courses and what are the effects of such pressures on the work/life balance of the concerned game students. To conduct the data collection, a survey with close and open-ended questions was used to gather information on focused topics but also get the opinion of the respondents on the matter. As a result of the research, it was possible to learn that the game students are pushing themselves to adopt overworking tendencies during their game production course. This behavior would be motivated by the different pressures affecting them during their game production course like the pressure to produce high-quality work. The conclusion reached is that the pressures affecting game students during their game production courses are related to the lack of healthy work habits of game students when working independently on their game productions. The pressures have impacts on the work/life balance of the affected students who often end up sacrificing their well-being in favor of work. This decision can have the opposite effect as work/life balance conflicts can hinder a game student's chances of academic success. To address this issue this thesis recommends game schools to support game students who are working independently by leading them to adopt healthy work habits and helping them to cope with the pressures of their environment.
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