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Showing 7 results for Hoseini

Hossein Zare, Azadeh Najafi, Ali Akbar Sharifi, Mahdi Sharif-Alhoseini,
Volume 6, Issue 4 (3-2019)
Abstract

The purpose of this study was to investigate the effectiveness of cognitive rehabilitation on the attention and problem solving of children with traumatic brain injury. The Method was A semi-experimental pre-test post-test study was performedwith a one month follow-up period. 30 children from 9 to 15 years old (12 girls and 18 boys) were selected by random sampling from all children with traumatic brain injury in the academic year of 2017-18 in Tehran, and divided into two groups of 15 subjects and control were distributed.To measure dependent variables, namely selective attention, sustained attention, and problem solving, Stroop software tests, continuous performance, and Tower of London have been used. The experimental group after the implementation of the cognitive empowerment (12 sessions 45 minutes) and dropping to 13 and the control group eventually decreased to 13 people. Data were analyzed by mixed analysis of variance (2×3) model with using SPSS-22 software.
The results of mixed analysis of variance (2×3) showed a significant difference between the means of namely selective attention, sustained attention, and problem solving in experimental and waiting- list control groups.
Moreover, the post-test and follow-up scores in the experimental group was not satistically different. So cognitive rehabilitation have significant effect on selective attention, sustained attention, and problem solving in children with traumatic brain injury and it can be used as an effective and helpful method to improve attention and problem solving of these patients.
Mahmoud Mohammadi, Afzal Sadat Hoseini, Ramazan Barkhordari,
Volume 6, Issue 4 (3-2019)
Abstract

The purpose of this study was to identify the role and application of the concept of metaphor of Lakoff in thinking teaching. This research has been conducted with conceptual analysis method of 30 selected sources in two parts of the technical language and the conventional language. The results of technical language analysis indicate that the role or outcomes of conceptual metaphor in the teaching of creative thinking can be generally divided into two cognitive and social domains. Cognitive outcomes include: developing the skills of reasoning, improving the ability to reason, and rational and formal ability, and the ability to conceptualize, and from the social consequences of learning logic and reasoning to speak, learning to speak properly, principled, attractive and thoughtful, and reinforcement of spiritual and everyday speech and the like. The results of conventional language analysis show that thinking education is mostly metaphorical and metaphorical, and the choice of different metaphors can have different educational outcomes. The use of conceptual metaphors in teaching thinking is effective in facilitating learning and learning, and teachers can, for better thinking, use students to direct their thoughts, ideas and phenomena, both metaphors, and that learners create metaphors to improve their learning and to creativity in their thinking. Teachers and educators should, in the process of teaching teaching, while working with children, follow the offending and gradual stages. At the end of the article, a typical model for the teaching of creative thinking based on conceptual metaphor was presented.



Faride Sadat Hoseini, Tayebe Ahmadshahi, Soran Rajabi,
Volume 8, Issue 3 (volume8, Issue 3 2020)
Abstract

Computer-based cognitive games are new and exciting for kids and adolescents that can help them to improve their cognitive functions and creativity in addition to entertainment. The aim of the present study was to investigate the effectiveness of computerised cognitive games on executive functions and creativity of preschool children. This study is a quasi-experimental study with a pre-test, post-test, and control group design. The sample consisted of 21 preschool female and male children, who were selected by convenience sampling in a preschool centre in Bushehr. Participants were matched on the basis of gender, age and intelligence and were allocated to three groups of seven children, i.e., two experimental groups and one control group. Before and after cognitive games, the Torrance Tests of Creative Thinking (TTCT), a simple Stroop software and the working memory Wechsler Memory Scale (WMS) were used. The experimental groups played cognitive games such as Lomocyte and Tetris for 16 one-hour sessions, and the control group did not play any games during this time. The results showed that playing computerised cognitive games has a significant effect on creativity and working memory among preschool children. However, there is no significant effect on selective attention, cognitive flexibility, planning and organising. The results of this research have important theoretical and applied implications regarding the role of computerised cognitive games in promoting cognitive functions of preschool children.

Mis Seyedeh Zahra Mousavi, Dr Farideh Sadat Hoseini,
Volume 10, Issue 1 (volume10, Issue 1 2022)
Abstract

In recent years, research on increasing cognitive and psychological status through play has received much attention. For this purpose, there are two categories of game including interactive home game and cognitive game that the first run in the home environment and the latter is implemented as computer software to increase cognitive abilities. The aim of this study was to compare the effectiveness of cognitive computer games and parent-child interactive games on problem solving and positive and negative affects in children. For this purpose, 40 10-year-old children in Shiraz were selected by available sampling method in 4 groups included Lumosity game (10 people), home game (10 people), combination of Lumosity and home game (10 people) and control group (10 people). Data were analyzed by multivariate analysis of covariance. Based on the significance of Pillai test, there is a difference between the groups in terms of two variables of problem solving and positive and negative affect. Binary comparisons of the groups showed that there was a significant difference between the Lumosity and control groups in terms of problem solving. Also, the combination group with the control group and home group, and the Lumosity group with the control group had a significant difference in terms of positive affect. Acording to the results of the present study, it is suggested that Lumosity game be used to increase problem-solving ability and Lumosity game and the combination of Lumosity and home game to increase pleasant feelings and positive affects in 10-year-olds. 

Mrs Fereshte Bakhshian, Dr Kamran Yazdanbakhsh, Dr Jahangir Karami, Dr Seyed Hamze Hoseini,
Volume 10, Issue 3 (volume10, Issue 3 2023)
Abstract

Borderline personality disorder is a disorder with a pervasive pattern of instability in interpersonal relationships, self-image, and emotions with impulsivity. This disorder is characterized by defects in the frontal activity circuits that play an important role in inhibiting and aggression regulation. The aim of this study is to design a neurofeedback protocol and investigate its effect on impulsivity, emotional instability and self-mutilation behavior in patients with borderline personality disorder. This study is a quasi-experimental study with a pre-test, post-test, follow up and control group design. The research sample consisted of 30 patients with borderline personality disorder that received a diagnosis of borderline personality disorder according to the diagnosis of a psychiatrist and a structured clinical interview based on DSM5. They were selected by available sampling and divided into experimental (neurofeedback training) and control groups randomly. The experimental group underwent 30 sessions of neurofeedback training and the control group was placed on a waiting list. 

After the last treatment session, both groups were re-evaluated. To collect the data, The Borderline Personality Disorder Scale (STB), Barat Impulsivity Questionnaire (1957 Difficulties in Emotion Regulation Scale (Gratz and Roemer ,2004), and the Self-injury Scale (Swanson et al., 1998) were used. Three months after the study, the subjects were followed up again . The results showed that after controlling the effect of pretest, neurofeedback training had a significant effect on reducing the impulsivity, emotional instability and its components, as well as self-mutilation behavior in the experimental group compared to the control group(p<0/001(. With regard these results, we can say that the neurofeedback training method is an effective way to reduce the impulsivity, emotion dysregulation, and self-mutilation behavior in the treatment centers.

Miss Simasadat Safavipour Naeini, Dr. Khadije Abolmaali Alhoseini, Dr. Rasol Roshan Chesli,
Volume 10, Issue 3 (volume10, Issue 3 2023)
Abstract

Psychologists have proposed two styles for thinking and processing information. Experiential system, which is automatic and non-verbal; And the Rational system, which is analytical and verbal. The aim of the present study was to evaluate the psychometric properties of the Rational- Experiential Inventory; and to find it's relationship with cognitive regulation of emotions. This cross-sectional study was performed by descriptive contextualization method. The statistical population consisted of all students of Islamic Azad and Sama Universities, Roodehen Branch, and 503 individuals were selected randomly via multi- period method and completed the Rational-Experiential Inventory (REI) and Cognitive Regulation of Emotions Questionnaire (Garnefski & Kraaij, 2006). Data were analyzed by exploratory factor analysis, Cronbach's alpha, and correlation coefficient. After analysis, four components were identified: Rational Ability, Rational Engagement, Experiential Ability, Experiential Engagement. The Cronbach's alpha coefficient was 0.682, 0.823, 0.695, 0.750, and the correlation coefficient in the retest was 0.79, 0.78, 0.73, and 0.76, respectively. In the validity of criterion, rational components had negative correlation with negative strategies of regulation of emotions, and the experiential components had positive correlation with these strategies. The rational- experiential inventory showed proper reliability and convergent validity, In general, Rational people used positive emotion regulation strategies more and negative strategies less. The Rational- Experiential Inventory had adequate reliability and convergent validity. It can be used to improve the teaching, and psychotherapy.
 
Miss Maryam Rajabiyan Dehzireh, Sir Maryam Maghami, Sir Seyyed Mohammad Amin Hoseini,
Volume 11, Issue 3 (Volume11, Issue 3 2023)
Abstract

The aim of this study was to examine the impact of interactive simulation on students perceived motivational climate and emotional self-awareness. The research method was quasi-experimental and of the type of pre-test-post-test designs with the control group. The statistical community of the present study was all the fourth elementary students of the 12th District of Tehran in the academic year 2022-2021, 60 of whom (30 of the test group and 30 of the control group) were selected as samples by the available sampling method. The experimental group trained using PhET simulation and the traditional control group in six one-hour sessions. The pre-test-the post-test of the two groups was performed using the questionnaire. Research tools included the sarmed perceived motivational climate questionnaire (2011) and Kauer et al emotional self-awareness (2012). The analysis of the research data was done with a multivariate covariance analysis test. The findings of the study showed that interactive simulation influenced the perceived motivational climate and emotional self-awareness in students (P<0/001). Interactive simulation on the components of perceived motivational climate (teacher-led learning, follow-up of comparison by students, concerns about mistakes, willingness to compare learners by teacher) had an impact (P<0/001). Interactive simulation influenced the components of emotional self-awareness (recognition, identification, conversion, problem solving) (P<0/001). As a result, a variety of educational simulations can be used to teach learners in other subjects and study districts.
 

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