831 resultados para Video games - Aspectos psicológicos


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A proposta do presente trabalho é abordar as principais questões referentes às relações entre o câncer e sua expressão psicológica, através do trabalho realizado durante a fase de tratamento e reabilitação de pacientes do Instituto Nacional de Câncer -R.J. portadores de câncer de laringe, submetidos à laringectomia total. Tal objetivo deve-se a verificação de que diversas publicações específicas apontam para avaliações das relações citadas ou pela vertente da busca de etiologia psicológica do câncer, ou pela tentativa da formulação de métodos para assistência de pacientes terminais e que mesmo com o avanço da medicina, com o aumento do tempo de vida de seus portadores, ainda constata-se a escassez de investigações no campo da psicologia que -incidam sobre as possibilidades de planejamento terapêutico que visem o problema do tratamento e da readaptação dos pacientes às suas novas condições. Cabe, contudo, o esclarecimento de que esta dissertação não pretende atender à formulação de uma nova teoria sobre a assistência psicológica a pacientes com câncer, ou até a laringectomizados, mas tentará propor formulações, que colhidas através da verificação empírica, possam contribuir para a elaboração de novos estudos e pesquisas no interior desta perspectiva.

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Purpose: assess the frequency of stress and anxiety levels in infertile women, correlate these aspects with risk factors and qualitatively analyze feelings resultant from the inability to conceive, in order to obtain data for specific psychological guidance. Methods: the case-control study included a total of 302 women, 152 being infertile (case group: 30.3 ± 5.4 years), and 150 non-fertile (control group: 25.7 ± 7.9 years). The quantitative approach involved the application of Lipp s Stress Symptoms Inventory (LSSI) and State-Trait Anxiety Inventory (STAI), whereas the qualitative approach consisted of a semi-structured interview. Response variables considered were: stress frequency and anxiety scores (State and Trait). Statistical analysis compared frequencies and medians between groups, by means of qui-squared and Mann-Whitney tests, respectively, and constructed logistical regression models to test associations between response variables and risk factors considered. Qualitative data were analyzed descriptively and categorized in order to perform correspondence analysis. The level of significance was 5%. Results: in the study sample, stress frequency was higher in the case group than in the control(61.8 and 36.0%, respectively), however, significant differences were not observed between groups in relation to stress phases and predominant symptomology type. With respect to anxiety, there were no significant differences between case and control groups as to median state scores [39.5 (35.0 46.0) and 41.0 (35.7 47.0 ); respectively) and anxiety trait scores [44.0 (34.0 51.0) and 42.0 (36.0 49.2); respectively). Risk factors significantly associated with greater risk for high anxiety scores in the case group were: primary infertility, unawareness of the causal factor, diagnostic phase investigation, religion, lack of children from other marriages and the fact that the woman was previously married. The qualitative approach demonstrated that infertility provokes emotional responses, such as sadness, anxiety, anger, fear and guilt. Conclusions: it can be concluded that infertile women are more vulnerable to stress; however, they are capable of adapting to stressful events without serious physical or psychological compromising

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Pós-graduação em Psicologia do Desenvolvimento e Aprendizagem - FC

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Pós-graduação em Psicologia - FCLAS

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Pós-graduação em Ginecologia, Obstetrícia e Mastologia - FMB

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Pós-graduação em Saúde Coletiva - FMB

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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This paper deals with psychological aspects involving bodybuilders nowadays, through their interests, motivations, factors that favor them to practice physical activity, frequent body image disorders, and major benefits that can be acquired when weight training the right way, whether physical or psychological. During the work is addressed to the Theory of Self-Determination and its characteristics, and behavioral aspects of the individual. We explore the types of motivation, intrinsic and extrinsic motivation, and their regulatory mechanisms. Did the relationship with weight training and the environment that surrounds it as the interaction between those involved in practice between the student and teacher performance and results and the effects that this interference can have on motivation and individual behavior. Also we relate body image factors, the perception of bodybuilders in relation to his own body, and the possible disorders that can promote. Describe the Vigorexia and their characteristics, we made a list of body image and self-esteem, approach standards set by society, the aesthetic influence and media disclosure. Finally, we explore the key benefits that well-directed physical activity can provide its practitioners. Physical, mental and social beneficial, improved self-esteem and in one's relationship skills. We address the growing strength in recent years, and their improvements in the various age groups and the population's quality of life

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Students are now involved in a vastly different textual landscape than many English scholars, one that relies on the “reading” and interpretation of multiple channels of simultaneous information. As a response to these new kinds of literate practices, my dissertation adds to the growing body of research on multimodal literacies, narratology in new media, and rhetoric through an examination of the place of video games in English teaching and research. I describe in this dissertation a hybridized theoretical basis for incorporating video games in English classrooms. This framework for textual analysis includes elements from narrative theory in literary study, rhetorical theory, and literacy theory, and when combined to account for the multiple modalities and complexities of gaming, can provide new insights about those theories and practices across all kinds of media, whether in written texts, films, or video games. In creating this framework, I hope to encourage students to view texts from a meta-level perspective, encompassing textual construction, use, and interpretation. In order to foster meta-level learning in an English course, I use specific theoretical frameworks from the fields of literary studies, narratology, film theory, aural theory, reader-response criticism, game studies, and multiliteracies theory to analyze a particular video game: World of Goo. These theoretical frameworks inform pedagogical practices used in the classroom for textual analysis of multiple media. Examining a video game from these perspectives, I use analytical methods from each, including close reading, explication, textual analysis, and individual elements of multiliteracies theory and pedagogy. In undertaking an in-depth analysis of World of Goo, I demonstrate the possibilities for classroom instruction with a complex blend of theories and pedagogies in English courses. This blend of theories and practices is meant to foster literacy learning across media, helping students develop metaknowledge of their own literate practices in multiple modes. Finally, I outline a design for a multiliteracies course that would allow English scholars to use video games along with other texts to interrogate texts as systems of information. In doing so, students can hopefully view and transform systems in their own lives as audiences, citizens, and workers.

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The long-term preservation of complex works such as video games comes with many challenges. Emulation, currently the most adequate preservation strategy for video games, requires several acts that are technically possible, but closely governed and restricted by copyright law and technical protection measures. Without prior authorisation from the rightsholder(s), it is therefore difficult to legally emulate these works. However, games often have several rightsholders that are in some cases near impossible to identify or locate – particularly with regard to older games. This paper therefore focuses on these so-called orphan video games and examines whether (and to what extent) they are covered by the directive on certain permitted uses of orphan works 2012/28/EU (Orphan Works Directive). As complex works with software and audiovisual components, it is difficult to classify video games in their entirety. The Orphan Works Directive, however, only covers certain categories of works. This paper therefore analyses 1) whether video games in their entirety can be considered types of works that fall under the directive, i.e. audiovisual or cinematographic works, and 2) whether the provisions of the orphan work exception are suitable for the specifics of these complex, “multimedia” works.