969 resultados para emotional education
Resumo:
O ato de brincar tem sido considerado como vital à saúde mental, emocional, física e intelectual do ser humano. Todos esses elementos são vividos no brincar de modo indissociado. A brinquedoteca Hospitalar possibilita melhores condições para a recuperação da criança internada, minimizando situações traumatizantes e tornando a sua estadia no hospital mais alegre. Este trabalho propõe um estudo de inspiração fenomenológico existencial OBJETIVANDO: desvelar - o sentido de ser educadora nas brinquedotecas do Hospital Infantil de Vitória/ ES, focando as experiências delas narradas e cuidadosamente vividas (e ou experienciadas) nos modos subjetivos delas serem no mundo objetivo, vivências que serão narradas por elas nesse espaço-tempo de ludicidade que se presta à Pedagogia Hospitalar nas suas vertentes de atendimentos escolares (Educação Especial numa perspectiva inclusiva) e não-escolares donde a Pedagogia hospitalar compõe um ramo da Pedagogia Social, oferecendo assim atendimentos às crianças e jovens especialmente, mas não só (podendo abarcar adultos e idosos). MARCO TEÓRICO: o termo teórico central do nosso marco teórico é Cuidado (SORGE), como em BOFF (2012) e WALDOW(1993; 1998; 2006) e Experiência em PINEL (2004;2006) de ser (ter sido) de alguma forma criadora desse espaço-tempo de brincar ( e de estudar) no hospital, confabulando tanto uma Educação Não Escolar (Pedagogia Social) e Escolar (Pedagogia Escolar). A angústia de ser educadora das brinquedotecas pareceu-nos que se constituirá em uma característica imprescindível para a compreensão da sua existência do ser no ofício, bem como sua interação consigo mesmo, com o outro e com o mundo das Brinquedotecas Hospitalares. Entendemos os sentidos da alegria, calma e alegria, coragem e profissionalismo, transform(ação), direito e escolaridade e humanização e dor como elementos que compuseram o complexo mosaico de Cuidado (Sorge) – próprios daquele que se propõe cuidar de si, do outro e das coisas do mundo pelo viés de cuidar.
Resumo:
Esta tese apresenta os resultados da pesquisa que teve como objetivo analisar como os trabalhadores vivenciam os efeitos subjetivos produzidos pelo processo de trabalho de um Centro de Atenção Psicossocial Álcool e Drogas (CAPSad). A pesquisa foi realizada sob uma abordagem qualitativa, em um CAPSad do município de Vila Velha, Espírito Santo. A coleta de dados se deu por meio de cinco etapas: 1. Análise documental das políticas vigentes sobre uso de drogas; 2. Análise de prontuários; 3. Entrevista coletiva com dez trabalhadores; 4. Oitenta horas de observação do cotidiano de trabalho; 5. Entrevista em profundidade com treze trabalhadores. Para análise de dados foi utilizada a técnica da Análise Temática. Constatamos que no plano das políticas sobre o assunto,há prevalência de ideias relacionadas à repressão dos usuários, apesar da tentativa do Ministério da Saúde (MS) em abordar a redução de danos como uma estratégia que valoriza o sujeito e sua singularidade. A análise ainda apontou as dificuldades que os profissionais enfrentam neste município para atuar segundo as diretrizes do MS, uma vez que as ações municipais dão ênfase à repressão, à religiosidade e ao amedrontamento como estratégia de prevenção, com apoio da justiça e da polícia. Enfatizamos que tais ambiguidades repercutem no trabalho e para o trabalhador. Apontamos ainda outros aspectos que geram efeitos para os trabalhadores: condições de trabalho precárias (devido à estrutura do serviço, baixos salários e rede de atenção inexistente), falta de reconhecimento (devido à omissão da gerência e à ausência de normas) e sobrecarga (devido à falta de profissionais e aos conflitos nas divisões de tarefas). Essas situações levam a efeitos subjetivos como: desgaste, adoecimento, medo, incapacidade de agir, apatia, desvalorização, desmotivação e no aprisionamento do trabalhador. Notamos que estes efeitos são todos negativos e que os profissionais os vivenciam por meio do distanciamento afetivo no processo de trabalho, o que repercute negativamente na possibilidade de produção de um cuidado efetivo. Sugerimos que haja investimentos na formação de todos os trabalhadores que atuam nesse local, com foco na educação permanente, uma vez que por meio desta há o incentivo da aprendizagem e o enfrentamento criativo dos efeitos vivenciados no cotidiano.É preciso que haja diálogo, seja entre os trabalhadores e a gestão, entre os próprios trabalhadores e entre trabalhadores e usuários.
Resumo:
The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.
Resumo:
The HCI community is actively seeking novel methodologies to gain insight into the user’s experience during interaction with both the application and the content. We propose an emotional recognition engine capable of automatically recognizing a set of human emotional states using psychophysiological measures of the autonomous nervous system, including galvanic skin response, respiration, and heart rate. A novel pattern recognition system, based on discriminant analysis and support vector machine classifiers is trained using movies’ scenes selected to induce emotions ranging from the positive to the negative valence dimension, including happiness, anger, disgust, sadness, and fear. In this paper we introduce an emotion recognition system and evaluate its accuracy by presenting the results of an experiment conducted with three physiologic sensors.
Resumo:
Emotions play a central role in our daily lives, influencing the way we think and act, our health and sense of well-being, and films are by excellence the form of art that exploits our affective, perceptual and intellectual activity, holding the potential for a significant impact. Video is becoming a dominant and pervasive medium, and online video a growing entertainment activity on the web and iTV, mainly due to technological developments and the trends for media convergence. In addition, the improvement of new techniques for gathering emotional information about videos, both through content analysis or user implicit feedback through user physiological signals complemented in manual labeling from users, is revealing new ways for exploring emotional information in videos, films or TV series, and brings out new perspectives to enrich and personalize video access. In this work, we reflect on the power that emotions have in our lives, on the emotional impact of movies, and on how to address this emotional dimension in the way we classify and access movies, by exploring and evaluating the design of iFelt in its different ways to classify, access, browse and visualize movies based on their emotional impac
Resumo:
This work presents a reflection on Design education and specifically on the role of Drawing in this area. As a subject, Design has expanded its field of action expanding into new areas such as Experience Design or Service Design. It became necessary for the designer to have more than an education based on technological knowledge or know-how. Many authors like Meredith Davis, Don Norman or Jamie Hobson point out the urgency to review the curricula of Design courses because nowadays “… design is more than appearance, design is about interaction, about strategy and about services. Designers change social behavior” (Norman 2011). When shifting from a product-centered design to a person-centered design (in a structure, a service or in a relationship) what should the function of drawing in a design course be? What should its curriculum be? Our work methodology will be to confront today’s perspectives on design theory and practice in an attempt to add to the discussion on the methodological strategies in design teaching in the contemporary context.
Resumo:
This work presents a reflection on Design education and specifically on the role of Drawing in this area. As a subject, Design has expanded its field of action expanding into new areas such as Experience Design or Service Design. It became necessary for the designer to have more than an education based on technological knowledge or know-how. Many authors like Meredith Davis, Don Norman or Jamie Hobson point out the urgency to review the curricula of Design courses because nowadays “ … design is more than appearance, design is about interaction, about strategy and about services. Designers change social behavior” (Norman, 2011) When shifting from a product-centered design to a person-centered design (in a structure, a service or in a relationship) what should the function of drawing in a design course be? What should its curriculum be? Our work methodology will be to confront today’s perspectives on design theory and practice in an attempt to add to the discussion on the methodological strategies in design teaching in the contemporary context.
Resumo:
The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.
Resumo:
The work presented herein follows an ongoing research that aims to analyze methodological practices to be applied in Design Education. A reflection about methodological strategies in Design Education and the function of drawing in Design represents the beginning of this study. Then, we developed an interdisciplinary pedagogical experience with the Graphic Design 1st grade students from our institution (IPCA). In the current academic year, 2013/2014, we continue to evolve this project, introducing changes in the initial proposal. Major alterations focused on the aspects that could be strengthened in terms of interdisciplinarity. In this article, the authors describe those changes and discuss the outcomes of the novel proposal. As we have already reported, this investigation follows a reflection about working methods to be adopted in Design Education. This is in accordance with other previously published works that purpose the enlargement of Design into new knowledge fields such as Experience or Service Design, changing not only the role of the graphic designer, but also the skills required to be a professional designer (Alain Findelli, 2001), (Brian Lawson, 2006), (Ciampa-Brewer, 2010). Furthermore, concepts such as cooperation or multidisciplinary design, amongst others, have been frequently debated as design teaching strategies (Heller and Talarico, 2011, pp. 82-85). These educational approaches also have an impact on our research. The analysis of all these authors’ contributions together with a reflection on our teaching practice allowed us to propose an improved interdisciplinary intervention.
Resumo:
Today, managers are increasingly interested in knowing how the work in organizations aftects employees' health. Less common is the interest in stress erupting in the academic community - among students, faculty and administrators. The authors present a reflection paper focused on student stress. In this paper, they first examine McLean 's model of context, vulnerability and stressors. This model provides the framework for the student surveys and for the entire paper. Based on the students surveys, an assessment is made of how asma" group of students are coping with stress. The paper fina"y suggests what can be done by students, faculty, and administrators to insta" and/or improve social support systems that might reduce the harmful eftects of stress on students and thus impact the quality of education.
Resumo:
LUDA is a research project of Key Action 4 "City of Tomorrow & Cultural Heritage" of the programme "Energy, Environment and Sustainable Development" within the Fifth Framework Programme of the European Commission