Ayşe Oflu

Dr. Ayşe Oflu


Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 April 2021 in Archivos Argentinos de Pediatria
Verified
Journal Article
Closed access
AOAyşe Oflu
Ayşe Oflu
OTOzlem Tezol
Ozlem Tezol
SYSongul Yalcin
Songul Yalcin
DYDeniz Yildiz
Deniz Yildiz
NCNilgun Caylan
Nilgun Caylan
MNMeryem E Nergiz
Meryem E Nergiz
Previous studies have found that excessive screen time or early screen exposure is associated with poor attention, lack of behavioral control, delayed language and deficit in executive functions. The aim of this study was to investigate the relationship between screen time and emotion regulation skills, which is one of the important life components affecting the social relations of children aged 2 to 5 years. This cross-sectional descriptive study was carried out in a university hospital between January 1, 2018 and March 1, 2018. Mothers of healthy children aged 2-5 years with a daily screen time of less than 1 hour or over 4 hours were included in the study. A structured survey and the Emotion Regulation Checklist for parents were applied to the mothers who agreed to participate. Of 240 children participating in the study, 98 (40.8 %) had ≥4 hours of screen time. Caring by mother, age at first screen exposure 12 months and older, not co-viewing with parents were found to be associated with ≥ 4 hours of screen time (p = 0.002, p = 0.002, p = 0.012, respectively). The ratio of participants with highlability/ negativity (L/N) score was significantly higher in children with screen time of ≥ 4 hours and not co-viewing with parents (p = 0.004, p = 0.033, respectively). This study investigating the relationship between the emotion regulation skill and screen time revealed that excessive screen time is associated with emotional lability in this early childhood period.

1 January 2020 in Turkish Archives of Pediatrics
Verified
Journal Article
Open access
NÇNilgün Çaylan
Nilgün Çaylan
SYSıddika Songül Yalçın
Sıddika Songül Yalçın
MNMeryem Erat Nergiz
Meryem Erat Nergiz
DYDeniz Yıldız
Deniz Yıldız
AOAyşe Oflu
Ayşe Oflu
DFDilşad Foto-Özdemir
Dilşad Foto-Özdemir
Young children and preschoolers are now growing up in settings filled with a variety of technological devices. Despite the recommendation that parents should limit screen time, many preschoolers are exposed to screens at very early ages and for a long time. This study aimed to investigate the associations between parenting styles and the excessive screen time of preschool-aged children. This cross-sectional descriptive study included preschool children with low screen exposure (4 hours; n=74). A self-completion-structured survey form and Parent Attitude Scale were filled by the mothers. More than half (52.0%) of them were male children. Increased number of children, increased household sizes, mothers being unemployed, birth order ≥2, and home-based care were found to be statistically significantly higher in the excessive screen exposure group than in the low screen exposure group. Mothers and fathers in the excessive screen exposure group had lower educational levels compared with their counterparts in the low screen exposure group (p<0.001). Multivariate logistic regression analyses showed that mothers’ high authoritative (democratic) scores were associated with low screen exposure(adjusted odds ratio (AOR): 0.3; 95% confidence interval (CI): 0.1–0.9). High overprotective and permissive parenting subscale scores were related to excessive screen exposure after adjusting potential confounders (AOR: 2.8, 95% CI: 1.1–6.7; AOR: 4.5, 95% CI: 1.8–11.6). Excessive screening time may indicate a problematic parent-child relationship. Establishing a positive parent-child relationship can be an effective way of managing screen time in preschool children.

1 December 2019 in Archivos Argentinos de Pediatria
Verified
Journal Article
Closed access
AOAyşe Oflu
Ayşe Oflu
SYSıdıka S Yalcin
Sıdıka S Yalcin
The rapid progress of technology and widespread use of internet has increased the frequency of video gaming among children. The objective was to determine the frequency and patterns of video game use and video game addiction (VGA) in secondary school students and the relationship with socio-demographic, familial and individual factors. This cross-sectional descriptive study was conducted in four secondary schools in varied sociodemographic characteristics. A structured questionnaire was applied to the parents who agreed to participate. 'Videogame Addiction Scale for Children (VASC)' was performed to the videogamer students. 297 healthy students were included; 245 (82.5 %) reported as video game players. The rate of VGA was 1.6 % in our whole sample. The VGA rate was 3.1 % within the male students. VASC-Geometric Mean Score (VASC-GMS) was significantly higher in male and obese children (p < 0.001, p= 0.022, respectively). Students who use social media also had higher scores (p= 0.034). Gaming consoles, online games or games with multiplayers increase the VASC-GMS scores (p= 0.028, p= 0.002, p= 0.016, respectively). War and strategy games lead higher VASC-GMS (p < 0.001, p= 0.034, respectively). In contrast, mind and casual games were related to lower VASC-GMS (p= 0.006, p= 0.004, respectively). It was observed that being male, being obese, use of social media, game console ownership, playing specific game genres (war or strategy games), online and multiplayer games are related to higher scores of video game addiction scale in secondary school students. Future prospective studies and preventive measures on VGA should focus on these factors.

1 February 2020 in Breastfeeding Medicine
Verified
Journal Article
Closed access
AOAyşe Oflu
Ayşe Oflu
Objectives: The aim of this study is to determine the weaning practices of mothers who have children between the ages of 2 and 5 years. Materials and Methods: This study was designed as a cross-sectional descriptive study, which was carried out between September 1, 2019 and October 1, 2019 in a pediatric clinic of a university hospital. For a better understanding, the traditional approaches, qualitative, and quantitative data were collected concurrently and analyzed together using Creswell's concurrent transformative mixed-model research design. Results: Of the 114 participants, the overall mean age was 29.2 ± 4.5 years. The mean breastfeeding duration was 15.3 ± 8.2 months. Sixty five (57.0%) of participants terminated breastfeeding themselves and 55 (85.9%) of them used traditional methods for weaning their children. The traditional methods used for termination of breastfeeding were staining the nipples to make baby startle (16.4%), applying nipples with a bad taste or smell to make baby disgust (40.0%), covering the nipples with various materials (18.2%), using a pacifier or feeding bottle (20.0%), and separation from mother (5.5%). Conclusions: In this study, it was found that most of the Turkish mothers use improper traditional methods for weaning. This study also demonstrated the urgent need to plan effective counseling services to implement natural weaning rather than traditional methods that are unsuitable for weaning.

1 March 2021 in Turkish Archives of Pediatrics
Verified
Journal Article
Open access
BABeril Aydın
Beril Aydın
AOAyşe Oflu
Ayşe Oflu
SYSıddika Songül Yalçın
Sıddika Songül Yalçın
Objective: Excessive video game playing has several health implications on children. In this study, we evaluate the factors related to video game use in school-aged children. Material and Methods: This cross-sectional descriptive study included 160 children aged 6–8 years who applied to outpatient clinics at the Department of Pediatrics at Başkent University Hospital. Each parent completed a structured questionnaire including demographic information, video game use, average daily screen time, and parental habits and concerns about their children’s screen use. Results: The mean age of first video game use was (mean±SD) 2.8±1.1 years. The minimum age for playing video games was 1 year. Male children spent more time playing video games. Both parental age and maternal education level were higher in the group of video gamers compared with non-gamers (p<0.05). Average time spent playing video games was 2.7±1.6 hours/day. The group of video gamers had a considerably younger age for starting watching television and higher rates for other video gamers at home than non-gamers (p=0.036 and p<0001, respectively). The group of video gamers had significantly higher rates for having a computer, tablet, and game console at home compared with non-gamers (p<0.05). Conclusions: Our study indicates a statistically significant relationship between the age of starting watching television, gender of child, parent’s age, maternal education, and the categories of video gaming habits. Developing strategies toward avoiding early screen exposure in children should be taken into consideration, because it is directly related to video gaming habits in children. Cite this article as: Aydın B, Oflu A, Yalçın SS. Evaluation of video game playing status in school-age children with various variables. Turk Arch Pediatr 2021; 56(2): 136-40.

1 January 2020 in Turkish Archives of Pediatrics
Verified
Journal Article
Open access
AOAyşe Oflu
Ayşe Oflu
ABAYŞEGÜL BÜKÜLMEZ
AYŞEGÜL BÜKÜLMEZ
EEEbru Elmas
Ebru Elmas
ETEvrim Gürhan Tahta
Evrim Gürhan Tahta
MÇMehmet Çeleğen
Mehmet Çeleğen
The aim of this study is to compare the screen time and digital gaming habits of Turkish children before and during the coronavirus disease 2019 (COVID-19) pandemic. This cross-sectional descriptive study was carried out in a university hospital between May 7, 2020 and June 27, 2020. Healthy children aged 3–10 years who applied to the pediatrics clinics for outpatient care were included in the study. A structured survey was applied to the parents who agreed to participate. A total of 253 children were included in the study. It was found that the ratio of children with screen time of ≥1 hour during the pandemic was significantly higher than before the pandemic (p<0.001). It was determined that the ratio of children watching both adult and children’s programs increased during the pandemic (p<0.001). The ratio of children playing digital games during the pandemic was also found to be increased significantly compared with that before the pandemic (p<0.001). This study demonstrated that screen and digital gaming time increased independently of sociodemographic characteristics during the COVID-19 pandemic compared with before the pandemic.