762 resultados para games-based training
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The purpose of this research was to investigate the relationship of computer anxiety to selected demographic variables: learning styles, age, gender, ethnicity, teaching/professional areas, educational level, and school types among vocational-technical educators.^ The subjects (n = 202) were randomly selected vocational-technical educators from Dade County Public School System, Florida, stratified across teaching/professional areas. All subjects received the same survey package in the spring of 1996. Subjects self-reported their learning style and level of computer anxiety by completing Kolb's Learning Style Inventory (LSI) and Oetting's Computer Anxiety Scale (COMPAS, Short Form). Subjects' general demographic information and their experience with computers were collected through a self-reported Participant Inventory Form.^ The distribution of scores suggested that some educators (25%) experienced some overall computer anxiety. There were significant correlations between computer related experience as indicated by self-ranked computer competence and computer based training and computer anxiety. One-way analyses of variance (ANOVA) indicated no significant differences between computer anxiety and/or computer related experiences, and learning style, age, and ethnicity. There were significant differences between educational level, teaching area, school type, and computer anxiety and/or computer related experiences. T-tests indicated significant differences between gender and computer related experiences. However, there was no difference between gender and computer anxiety.^ Analyses of covariance (ANCOVA) were performed for each independent variable on computer anxiety, with computer related experiences (self-ranked computer competence and computer based training) as the respective covariates. There were significant main effects for the educational level and school type on computer anxiety. All other variables were insignificant on computer anxiety. ANCOVA also revealed an effect for learning style varied notably on computer anxiety. All analyses were conducted at the.05 level of significance. ^
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AIMS AND OBJECTIVES: To explore hospice, acute care and nursing home nurses' experiences of pain management for people with advanced dementia in the final month of life. To identify the challenges, facilitators and practice areas requiring further support.
BACKGROUND: Pain management in end-stage dementia is a fundamental aspect of end of life care; however, it is unclear what challenges and facilitators nurses experience in practice, whether these differ across care settings, and whether training needs to be tailored to the context of care.
DESIGN: A qualitative study using semi-structured interviews and thematic analysis to examine data.
METHODS: 24 registered nurses caring for people dying with advanced dementia were recruited from ten nursing homes, three hospices, and two acute hospitals across a region of the United Kingdom. Interviews were conducted between June 2014 and September 2015.
RESULTS: Three core themes were identified: challenges administering analgesia, the nurse-physician relationship, and interactive learning and practice development. Patient-related challenges to pain management were universal across care settings; nurse- and organisation-related barriers differed between settings. A need for interactive learning and practice development, particularly in pharmacology, was identified.
CONCLUSIONS: Achieving pain management in practice was highly challenging. A number of barriers were identified; however, the manner and extent to which these impacted on nurses differed across hospice, nursing home and acute care settings. Needs-based training to support and promote practice development in pain management in end-stage dementia is required.
RELEVANCE TO CLINICAL PRACTICE: Nurses considered pain management fundamental to end of life care provision; however, nurses working in acute care and nursing home settings may be under-supported and under-resourced to adequately manage pain in people dying with advanced dementia. Nurse-to-nurse mentoring and ongoing needs-assessed interactive case-based learning could help promote practice development in this area. Nurses require continuing professional development in pharmacology. This article is protected by copyright. All rights reserved.
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Purpose The purpose of this study was to describe the evidence-based research recommendations on injury prevention methods against hamstring injuries among Swedish men's elite team in football. The research-based recommendations was then to be compared with the way Swedish elite football teams work to prevent hamstrings injuries. Method First a literature search of PubMed and SPORTDiscuss was made to find the most evidence-based training methods to hamstring injuries. Then an Internet questionnaire regarding injury prevention training methods against hamstring injuries was sent to all Swedish elite football teams. The answers off the questionnaire was then compared with the research that had the most evidence based training methods to hamstring injuries. Results Research shows that the method with the most evidence is eccentric strength training. Flexibility, static stretch and core stability training is research methods that can be used to prevent hamstrings injuries but these methods lack a large validated research basis. 8 of 32 (25 %) teams answered the questionnaire. All teams indicated that they were working with injury prevention methods but the methods varied from the eccentric strength training to periodization and flexibility training. 2 of 8 teams indicated that they worked with eccentric strength training that is recommended by science as the most evidence-based training method. Conclusion The study shows that the teams partly work after what the research recommends as the most evidence-based training methods against hamstring injuries. However, the study lacks validity and further research is needed before definitive conclusions can be drawn.
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Thesis (Ph.D.)--University of Washington, 2016-08
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Inom ramen för gymnasieskolans yrkesprogram förläggs en del av elevens utbildning på en arbetsplats, APL. APL är betydelsefull för yrkesprogrammen eftersom hela utbildningen syftar till att knyta an till kommande yrkesroll och lära sig yrket tillsammans med redan yrkesverksamma. Bakgrunden till föreliggande studie är ett intresse för vilket lärande som pågår ute på arbetsplatserna och vad handledarna uppfattar som viktigt lärande för kommande yrkesutövning. Syftet med studien är att beskriva vad handledarna uppfattar att eleverna ska lära sig samt bedömning av elevernas kunskapsutveckling under APL. Studien är en kvalitativ studie och har omfattat intervjuer med 12 handledare med anknytning till gymnasieskolans bygg- och anläggningsprogram. Studien tar sin utgångspunkt i livsvärldsfenomenologin med fenomenografi som metodisk ansats för att beskriva handledarnas uppfattningar av APL. Resultatet av studien visar att handledarna beskriver att de inte har fått tillräckligt med kunskap och information från skolan om vad eleverna ska lära sig på APL. Detta kan innebära svårigheter att hitta passande arbetsuppgifter. Det råder vidare en brist på kunskap om vad och hur de bedömer elevernas lärande vilket leder till att eleverna bedöms på oklara grunder. Sammanfattningsvis visar således studien att det finns delar av APL som behöver förbättras och utvecklas för att nå en högre kvalitet i det arbetsplatsförlagda lärandet. Samarbetet skola och fö-retag måste förbättras, och fler handledare måste få en pedagogisk handledarutbildning.
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Die Nützlichkeit des Einsatzes von Computern in Schule und Ausbildung ist schon seit einigen Jahren unbestritten. Uneinigkeit herrscht gegenwärtig allerdings darüber, welche Aufgaben von Computern eigenständig wahrgenommen werden können. Bewertet man die Übernahme von Lehrfunktionen durch computerbasierte Lehrsysteme, müssen häufig Mängel festgestellt werden. Das Ziel der vorliegenden Arbeit ist es, ausgehend von aktuellen Praxisrealisierungen computerbasierter Lehrsysteme unterschiedliche Klassen von zentralen Lehrkompetenzen (Schülermodellierung, Fachwissen und instruktionale Aktivitäten im engeren Sinne) zu bestimmen. Innerhalb jeder Klasse werden globale Leistungen der Lehrsysteme und notwendige, in komplementärer Relation stehende Tätigkeiten menschlicher Tutoren bestimmt. Das dabei entstandene Klassifikationsschema erlaubt sowohl die Einordnung typischer Lehrsysteme als auch die Feststellung von spezifischen Kompetenzen, die in der Lehrer- bzw. Trainerausbildung zukünftig vermehrt berücksichtigt werden sollten. (DIPF/Orig.)
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Dissertação de Doutoramento em Estudos da Criança, apresentada ao Instituto de Estudos da Criança, Universidade do Minho,sob orientação da Professora Doutora Júlia Oliveira Formosinho. Disponível em http://hdl.handle.net/1822/7085
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Die Jahrestagung der Gesellschaft für Didaktik der Mathematik fand im Jahr 2015 zum dritten Mal in der Schweiz statt. [...] Mit rund 300 Vorträgen, 16 moderierten Sektionen, 15 Arbeitskreistreffen und 21 Posterpräsentationen eröffnete sich ein breites Spektrum an Themen und unterschiedlichen Zugangsweisen zur Erforschung von Fragen rund um das Lernen und Lehren von Mathematik. (DIPF/Orig.)
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Objective: This study aims at determining if a collection of 16 motor tests on a physical simulator can objectively discriminate and evaluate practitioners' competency level, i.e. novice, resident, and expert. Methods: An experimental design with three study groups (novice, resident, and expert) was developed to test the evaluation power of each of the 16 simple tests. An ANOVA and a Student Newman-Keuls (SNK) test were used to analyze results of each test to determine which of them can discriminate participants' competency level. Results: Four of the 16 tests used discriminated all of the three competency levels and 15 discriminated at least two of the three groups (α= 0.05). Moreover, other two tests differentiate beginners\' level from intermediate, and other seven tests differentiate intermediate level from expert. Conclusion: The competency level of a practitioner of minimally invasive surgery can be evaluated by a specific collection of basic tests in a physical surgical simulator. Reduction of the number of tests needed to discriminate the competency level of surgeons can be the aim of future research.
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This Universities and College Union Launch Event presentation reported on the findings of Learning and Skills Research Network (LSRN) London and South East (LSE) Regional Research Project. The presentation reflected on research carried out during 2002-06 on the development and deployment of part-time staff in the Learning and Skills Sector. Although the lifelong learning sector is the largest UK education sector, little attention has as yet been paid to the role of LSC sector part-time staff. Worrying trends of an increasing casualisation of staffing have been reported. The role of part-timers as highly committed (philanthropic) but generally underpaid and exploited staff (ragged-trousered) emerged from the data collected by this investigation, which examined the role of part-timers in several colleges and adult education institutions in London and the South East. The metaphor of the 'ragged-trousered philanthropist' was consciously selected to investigate the interactivity between philantrophy, employment practices for PT staff, and education as social action, in addressing the need for good practice to achieve quality outcomes in learning and teaching. The results are to some extent transferable to other education and training sectors employing part-time staff, e.g. higher education institutions and work-based training organisations.
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In an increasingly competitive and globalized world, companies need effective training methodologies and tools for their employees. However, selecting the most suitable ones is not an easy task. It depends on the requirements of the target group (namely time restrictions), on the specificities of the contents, etc. This is typically the case for training in Lean, the waste elimination manufacturing philosophy. This paper presents and compares two different approaches to lean training methodologies and tools: a simulation game based on a single realistic manufacturing platform, involving production and assembly operations that allows learning by playing; and a digital game that helps understand lean tools. This paper shows that both tools have advantages in terms of trainee motivation and knowledge acquisition. Furthermore, they can be used in a complementary way, reinforcing the acquired knowledge.
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Objectives To investigate the effect of Nintendo Wii (TM)-based motor cognitive training versus balance exercise therapy on activities of daily living in patients with Parkinson's disease. Design Parallel, prospective, single-blind, randomised clinical trial. Setting Brazilian Parkinson Association. Participants Thirty-two patients with Parkinson's disease (Hoehn and Yahr stages 1 and 2). Interventions Fourteen training sessions consisting of 30 minutes of stretching, strengthening and axial mobility exercises, plus 30 minutes of balance training. The control group performed balance exercises without feedback or cognitive stimulation, and the experimental group performed 10 Wii Fit (TM) games. Main outcome measure Section II of the Unified Parkinson's Disease Rating Scale (UPDRS-II). Randomisation Participants were randomised into a control group (n = 16) and an experimental group (n = 16) through blinded drawing of names. Statistical analysis Repeated-measures analysis of variance (RM-ANOVA). Results Both groups showed improvement in the UPDRS-II with assessment effect (RM-ANOVA P < 0.001, observed power = 0.999). There was no difference between the control group and the experimental group before training {8.9 [standard deviation (SD) 2.9] vs 10.1 (SD 3.8)}, after training [7.6 (SD 2.9) vs 8.1 (SD 3.5)] or 60 days after training [8.1 (SD 3.2) vs 8.3 (SD 3.6)]. The mean difference of the whole group between before training and after training was -0.9 (SD 2.3, 95% confidence interval -1.7 to -0.6). Conclusion Patients with Parkinson's disease showed improved performance in activities of daily living after 14 sessions of balance training, with no additional advantages associated with the Wii-based motor and cognitive training. Registered on http://www.clinicaltrials.gov (identifier: NCT01580787). (C) 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.
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This paper explores how we may transform peoples’ perceived access to cultural participation by exploiting the possible relationships between place, play and mobile devices. It presents SCOOT; a location-based game in order to investigate how aspects of game-play can be employed to evoke at once playful and culturally meaningful experiences of place. In particular this paper is concerned with how the portable, communicative and social affordances of mobile phones are integral to making a “now everything looks like a game” experience.