2 resultados para Fantasy
em Universidad del Rosario, Colombia
Resumo:
Esta investigación cualitativa-cuantitativa tiene como objetivo explorar las potencialidades terapéuticas del Juego de Rol, las cuales no han sido objeto de estudio. Se realizó con cinco estudiantes de colegio y cuatro de universidad, aplicándoles las escalas 16PF, SASS, ocho sesiones de juego de rol (Dungeons and dragons) y Grupos de Discusión. Se concluyó que no hay diferencia entre la adaptación pre y post. Los estudiantes de Colegio tienen características de personalidad similares en escala de Autosuficiencia, Apertura al Cambio y Aprensión, los universitarios en Atrevimiento, Vigilancia, Abstracción y Aprensión y dimensión global de Ansiedad. El Juego de Rol mejora las relaciones interpersonales dentro y fuera del grupo de juego, la expresión de sentimientos repercute fuera del Juego, la principal diferencia entre la experiencia de juego y la Vida Real es la libertad para romper las normas sociales. El trabajo en Equipo es una enseñanza primordial, contribuye a la toma de decisiones, proyección como mecanismo de defensa, capacidad Imaginativa inherente, desarrollo de la empatía, socialización, potenciación de habilidades no explotadas, encuentro de intereses, toma de conciencia, responsabilidad y sublimación de aspectos reprimidos de la personalidad.
Resumo:
The object of this experience is to offer the students the opportunity to take part in the construction of a pedagogic strategy centred on the ludic, for the promotion of the integral health and the prevention of the disease with an educational community; directed to supporting and qualifying the well-being so much individually as group. The project is designed to five years, about interdisciplinary character (Speech Therapy, Medicine, Psychology, Nursery, Occupational Therapy), interinstitutional (Universidad del Rosario, Universidad de San Buenaventura y Universidad de Cundinamarca) and intersectorial (Education and Health). It considers the different actors of the educational community and school and the home as propitious scenes for the strengthening potential, beside being the fundamental spaces for the construction of knowledges and learnings concerning the integral health. To achieve the target, one has come constructing from the second semester of 2003, one pedagogic strategy centred on the ludic and the creativity, from which they are planned, they develop and evaluate the actions of promotion of skills, values, behaviors and attitudes in the care of the health and the prevention of disease, orientated to the early, opportune and effective detection of risk factors and problematic of the development that they affect the integral health. The above mentioned strategy raises a so called scene Bienestarópolis: A healthy world for conquering, centred on prominent figures, spaces and elements that alternate between the fantasy and the reality to facilitate the approximation, the interiorización and the appropriation of the integral health. Across this one, the children motivated by the adults enter an imaginary world in that theirs desires, knowledges and attitudes are the axis of his development. Since Vigotsky raises it, in the game the child realizes actions in order to adapt to the world that surrounds it acquiring skills for the learning. The actions of the project have involved 410 children and 25 teachers, of the degrees Zero, The First and The Second of basic primary; 90 parents of family, and an average of 40 students and 8 teachers of the already mentioned disciplines.