Introducción: objetivo de este estudio es presentar el proceso de adaptación transcultural del instrumento Perceived Stress Scale-10 (PSS-10) para la población de profesores que realizaron docencia de forma telemática a estudiantes de nivel primario y secundario durante la pandemia por COVID-19 en Chile. Método: Estudio de corte transversal, polietápico. Se adaptó transculturalmente la PSS-10 al español chileno mediante un proceso de validación de contenido por expertos usando el método Delphi. Se seleccionaron 9 jueces expertos. Los ítems del cuestionario fueron evaluados bajo tres categorías: relevancia, claridad y suficiencia. Se realizaron dos rondas de evaluación para determinar el grado de concordancia entre jueces, evidenciado mediante el cálculo de índices de validez de contenido. La fase de pilotaje del instrumento se llevó a cabo utilizando la plataforma QuestionPro® en una muestra de 54 docentes, seleccionados a través de un muestreo por conveniencia. Como medida de consistencia interna se calculó un Alfa de Cronbach. Resultados: el instrumento obtuvo un índice de validez de contenido por ítem entre 0,80 y 1,00, un índice de validez de contenido promedio de 0,97 y un índice de validez de contenido universal de 0,96. La consistencia interna arrojó una fiabilidad adecuada del PSS-10 (alfa de Cronbach de 0,85) adaptado transculturalmente al español chileno. Conclusiones: La validación de contenido de la PSS-10, utilizando el método Delphi, permitió consensuar las opiniones expresadas por los expertos en estrés laboral. La escala demostró ser fiable, por tanto, podría ser aplicado para evaluar la autopercepción de estrés laboral en docentes chilenos.
1 April 2016 in Revista chilena de obstetricia y ginecología
This pilot study investigates the relationship between stress situations and speech fluency in virtual reality environments. It aims to analyze how different stress scenarios, classified into low-, medium-, and high-stress environments, can affect speech rate, increase syllable/word repetitions, and lead to hesitations in university students. Previous research has established connections between stress situations and speech fluency, highlighting that stress can negatively influence behavior, cognitive processes, and communicative performance across various contexts, including oral presentations. An experiment was conducted with 30 participants randomly divided into three groups. Each group was exposed to different virtual stress environments (low/medium/high) during simulated oral presentations. A virtual reality platform was created to establish controlled environments and monitor the participants’ fluency in real time. An Analysis of Variance (ANOVA) test revealed that participants in the low-stress virtual environment performed better, achieving higher word and syllable production. In contrast, the high-stress virtual environment demonstrated an increase in disfluencies and hesitations. Results emphasize the impact of stress situations on oral communication, advocating for the use of virtual reality technology as a means of preparing individuals for challenging speaking scenarios. This approach has the potential to enhance speech fluency as a result of targeted practice in stress-inducing environments; that is to say, alleviating anxiety and improving overall communicative efficacy.
Objetivo: Describir las variables relacionadas con el estado auditivo, conductas de riesgo y aspectos sociodemográficos en adolescentes y adultos expuestos a ruido de ocio de acuerdo a la literatura. Material y métodos: Se realizó una búsqueda bibliográfica en las plataformas EBSCO®, SCOPUS®, PubMed® y ScienceDirect®, utilizando términos MeSH mediante la siguiente estrategia de búsqueda en común: (((hearing loss[MeSH Terms] AND (Humans[Mesh] AND ( adolescent[MeSH] OR young adult[MeSH] ) ))) AND (noise induced hearing loss[MeSH Terms] AND (Humans[Mesh] AND ( adolescent[MeSH] OR young adult[MeSH] ) ))) AND (leisure activities[MeSH Terms] AND (Humans[Mesh] AND ( adolescent[MeSH] OR young adult[MeSH] ) )) Filters: Humans. Sólo se incluyeron 14 artículos originales. Resultados: La prevalencia de hipoacusia neurosensorial por exposición a ruido recreativo fluctuó entre 21% y 30.3%, con mayor alteración de los umbrales auditivos en hombres. Las frecuencias alteradas se centraron en los 4 y 8 kHz en la audiometría convencional, con umbrales audiométricos que alcanzaron hasta 30 dB. La audiometría de alta frecuencia presentó mayores alteraciones entre las frecuencias 9 y 16 kHz. Las actividades recreativas más frecuentes fueron el uso de dispositivos de escucha personal y asistencia a discotecas, alcanzando niveles de ruido que oscilaron entre 80 y 110 dB; mientras que la exposición semanal varió entre 2.9 y 6,2 hrs. Los estudios exponen que el ruido intenso en actividades de ocio no es percibido como molesto por los sujetos expuestos. Conclusiones: La pérdida auditiva por exposición a ruido recreacional genera aumento progresivo del umbral, pudiendo manifestarse una hipoacusia neurosensorial leve, generalmente desapercibida por los sujetos expuestos. Palabras claves: Pérdida auditiva, Ruido, Adolescente, Actividades recreativas.
Stuttering is a communication disorder that significantly impacts individuals’ quality of life. This study examines public reactions towards stuttering within the Latin American context, specifically in Chile, using the Public Opinion Survey of Human Attributes-Stuttering. Data were collected from 400 adults, revealing that married individuals and parents exhibit heightened sensitivity and concern towards stuttering, especially regarding close family members. For instance, 56.86% of married respondents expressed worry about a stuttering sibling, contrasting sharply with only 27.18% of single respondents. Moreover, parents were notably anxious about stuttering in their family. This study underscores the significant role of marital status and parental responsibilities in shaping public attitudes towards stuttering. Additionally, it emphasizes the influence of family-centric values, advocating for the need for comprehensive educational initiatives to combat prevailing stigma towards individuals with stuttering.
The increasing use of Virtual Reality in education has demonstrated its potential to enhance student engagement and skill development. This study investigates the design and implementation of a VR platform aimed at helping university students improve their oral presentation skills, while also evaluating user satisfaction through structured surveys. A total of 40 university students from the Speech and Language Therapy program participated in this study, focusing on their interactions with a custom-built, realistic VR application inspired by the main auditorium of their university. The students faced various distraction scenarios that emulated real-life public speaking challenges. Cybersickness symptoms were continuously monitored throughout the sessions; no participants reported or exhibited symptoms requiring interruption of the VR exposure. The VR environment was constructed using Unity and featured adjustable audience sizes, ambient sound controls, and recording capabilities for presentations. The results demonstrated significant enhancements in oral presentation skills post-VR training. Participants exhibited significant improvements in speaking fluency and clarity of expression, as well as reduced anxiety, during the VR experience. Specifically, their fluency increased significantly, and their clarity ratings also improved substantially. Furthermore, behavioral indicators showed a marked decrease in anxiety levels. Participants reported that the immersive nature of the VR experience enhanced their enjoyment, contributing positively to the overall outcomes. The findings suggest that VR is an effective tool for enhancing oral presentation skills in university students, leading to improved confidence and performance in real-life situations.