Social networks are effective and easy-to-use means of communication in the modern age technology. They remarkably influence the young users’ behavior being so entranced in such a virtual world which would easily develop into addiction. In this study we aim to measure the impact of addiction to Facebook on perception and working memory comparing two groups of young people, and how to protect scouting young people against this attachment or addiction. The study was carried out in the national center of scouting of Morocco at Ibn Tofail University on 53 master students with an average age of 24.45 years and 50 young scout leaders of Hassania Marocain scouting, who have an average age of 24.06. The educational level of these young people is between the 1st year of higher studies and the master degree. Digital test of complex Rey-Osterrieth figure and a Facebook addiction test questionnaire were used. The comparison of the means of attachment to Facebook between the two studied groups using T-test showed significant result (t = -2.510; P = .014 <0.05) with scout leaders demonstrated higher average of attachment to Facebook than that detected by master students. The results showed a statistically significant negative correlation between the hours consumed per day on Facebook and the perception and working memory. The perception of young Scout leaders is better than that of master students. We concluded that attachment to social networks influences working memory and perception, while the Scout method would serve as a new remedy for this scourge.
Autism spectrum disorder (ASD) is a range of complex neurodevelopment disorders, characterized by social impairments, communication difficulties, and restricted, repetitive, and stereotyped patterns of behavior. Its diagnosis is very difficult and consists of only clinical criteria. The aim of this study is to confirm autism disorder, among three children (2 girls and 1 boy), recruited in a social association of children in a precarious situation, located in Rabat, Morocco, and to evaluate some biological and neurobiological parameters among these children. The confirmation of autistic status is realized using Questionnaire (E2) and the evaluation of biological parameters (organic acids, urinary peptides, toxic metals and essential elements) is done in urine and hair of these children. Obtained children's scores of E2 Questionnaire, is found in the favor of autism. Moreover, abnormal levels of urinary organic acids, urinary peptides, toxic and essential metals are observed.
Autism is a developmental disorder that usually appears during the first three years of childhood. It results from a nervous system disorder, which affects brain functions. Neurofibromatosis 1 (NF 1) is a group of genetic diseases that mainly affect the growth of neural tissue cells. This alteration is also known as von Recklinghausen's disease. The objective of this study is to highlight a case of this neurocutaneous alteration (NF 1) which was associated with autism spectrum disorders at the age of eight years. The data for this study are extracted from the medical file of a 12-year-old boy with confirmed autism who has been taken care of by the "Applied Behavioral Analysis" (ABA) center in Morocco since the age of three. At the age of eight, the appearance of numerous café-au-lait spots on his body led the center to conduct neuroradiological investigations (T1, T2 and Flair). The examinations had revealed T2 hyper intensity signals involving several unidentified bright objects (UBO) and the globus pallidus was the most affected area. With ASD alone, the child faces various disorders of the nervous system and many difficulties in his socio-communicative life. The onset of NF1 gave rise to additional complications.
The difficulties of processing facial emotions in Autism Spectrum Disorder (ASD) were reported. The traditional educations have provided evidence that traditional educations improve social skills. Nonetheless, the processing of facial emotions was limited. A serious game, called JeStiMulE, used as a computer-based game, has been developed in order to teach emotions to individuals with ASD. The long-term use of this novel game would be of interest in teaching social skills. Interestingly, the input stimuli combine both the entertainment and education. The aim of the present study was to assess the ability of children to play the game and whether they could improve and develop social skills via recognition facial emotions. A heterogeneous group of forty (n=40) children and adolescents with ASD received two one-hour JeStiMulEsessions per week over four weeks and forty (n=40) of normally developing children took part in this experiments. All participants were presented before and after training with emotion Original Research Article
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