Background: Obesity has become a global public health problem, which also affects children. It has been proposed that the educational interventions during childhood could be a key strategy in the prevention of obesity. Objective: To evaluate the efficacy of an intervention on food habits and physical activity in school children. Methods: A 2-year cluster-randomised prospective study with two parallel arms was used to evaluate an intervention programme in children in their first year of primary schooling (5–6 years of age) in schools in the city of Granollers. The intervention consisted of the promotion of healthy eating habits and physical activity by means of the educational methodology Investigation, Vision, Action and Change (IVAC). At the beginning and at the end of the study (2006 and 2008) the weight and height of each child was measured in situ, while the families were given a self-report physical activity questionnaire and the Krece Plus quick test. Results: Two years after the beginning of the study, the body mass index of the children in the control group was 0.89 kg/m2 higher than that of the intervention schools. The intervention reduced by 62% the prevalence of overweight children. Similarly, the proportion of children that ate a second piece of fruit and took part in an after-school physical activity increased in the intervention group. In the control group, the weekly consumption of fish was reduced. Conclusions: The educational intervention in healthy eating habits and physical activity in the school could contribute to lessen the current increase in child obesity.
The emerging field of Information and Communications Technology (ICT) has brought about new interaction styles. Its excessive use may lead to addictive behaviours. The objective is to determine the prevalence of the problematic use of ICT such as Internet, mobile phones and video games, among adolescents enrolled in mandatory Secondary Education (ESO in Spanish) and to examine associated factors. Cross sectional, multi-centric descriptive study. Population: 5538 students enrolled in years one to four of ESO at 28 schools in the Vallès Occidental region (Barcelona, Spain). Data collection: self-administered socio-demographic and ICT access questionnaire, and validated questionnaires on experiences related to the use of the Internet, mobile phones and video games (CERI, CERM, CERV). Questionnaires were collected from 5,538 adolescents between the ages of 12 and 20 (77.3 % of the total response), 48.6 % were females. Problematic use of the Internet was observed in 13.6 % of the surveyed individuals; problematic use of mobile phones in 2.4 % and problematic use in video games in 6.2 %. Problematic Internet use was associated with female students, tobacco consumption, a background of binge drinking, the use of cannabis or other drugs, poor academic performance, poor family relationships and an intensive use of the computer. Factors associated with the problematic use of mobile phones were the consumption of other drugs and an intensive use of these devices. Frequent problems with video game use have been associated with male students, the consumption of other drugs, poor academic performance, poor family relationships and an intensive use of these games. This study offers information on the prevalence of addictive behaviours of the Internet, mobile phones and video game use. The problematic use of these ICT devices has been related to the consumption of drugs, poor academic performance and poor family relationships. This intensive use may constitute a risk marker for ICT addiction.
El objetivo del presente estudio es validar el Cuestionario de Experiencias Relacionadas con los Videojuegos (CERV). El cuestionario consta de 17 ítems, desarrollados a partir del CERI de Beranuy y cols., y valora el uso problemático de los videojuegos no masivos. Se ha validado para adolescentes que cursan estudios de secundaria obligatoria. Para la validación se ha realizado un análisis factorial confirmatorio (AFC) y un análisis de consistencia interna. La estructura factorial muestra dos factores a) Dependencia psicológica y uso para la evasión, y b) Consecuencias negativas del uso de videojuegos. Se ofrecen puntos de corte de la escala para sujetos sin problemas en el uso de videojuegos (SP), problemas potenciales en el uso de videojuegos (PP) y problemas severos en el uso de videojuegos (PS). Los resultados indican que se da una mayor prevalencia entre varones y que el uso problemático disminuye con la edad. El CERV parece ser un buen instrumento para el cribado de adolescentes con dificultades derivadas del uso de videojuegos. Estudios futuros deberían relacionar el uso problemático de videojuegos con dificultades en otros ámbitos de la vida, como el académico.
Background: There are relatively few qualitative studies concerning patient safety culture. Methods: We aimed to explore patient safety culture as perceived by the nursing staff in two public hospitals in Catalonia, Spain. A mixed-methods design was employed using a questionnaire, in-depth interviews, and non-participant observations. Results: Sixty-two percent of the nursing staff rated patient safety as “Acceptable” but was not higher because of work pressure and lack of resources as perceived by staff. “Teamwork within units” had the highest rate of positive responses, and “Staffing” had the lowest rate. Emergency units showed more negative results than the other two units. Conclusions: Safety incidents are not always reported due to fear of punishment, reflecting a lack of positive safety culture. It is necessary to design and implement strategies that promote a positive culture to avoid punitive responses and apply and evaluate these changes.