894 resultados para Habilidades fonológicas


Relevância:

20.00% 20.00%

Publicador:

Resumo:

The teaching of the lumbar puncture (LP) technique with simulator is not well systematized in the curricula of medical schools. Studies show that training in the simulator provides learning technical skills, acquisition and retention of knowledge, improve self-confidence of the learner and enables the transfer to clinical practice. We intend this study to introduce simulated training in LP in medical course at the Universidade Federal do Rio Grande do Norte evaluating the experience taking into account quantitative aspects (performance on standardized tests) and qualitative (perception of the students regarding the method and the teaching process learning). The study was conducted in two phases. In the first phase practical training in PL was introduced in the 3rd year of medical school. Seventy-seven students were trained in small groups, guided by a checklist developed in the model Objective Structured Assessment of Technical Skill (OSATS), at this moment they knew they were not under performance evaluation. They were also asked whether they had prior chances to make an LP in patients. At the end of the first phase the students evaluated training in the following areas: teaching technique, simulator realism, time available per group, number of participants per group and relevance to medical practice. In the second phase, two years later, 18 students trained in first stage performed a new LP on the mannequin simulator, and its performance was evaluated through the same checklist of training in order to verify the technical retention. In addition, they answered a multiple choice test about practical aspects of the LP technique. Each participant received individual feedback on their performance at the end of their participation in the study. In the first phase of the study we found that only 4% of students had performed a lumbar puncture in patients until the 3rd year. The training of LP technique with simulator mannequin was considered relevant and the teaching methods was thoroughly evaluated. In the second phase, all participants were successful in implementing the lumbar puncture on the mannequin simulator, compliance with the most steps in a reasonable time, suggesting that would be able to perform the procedure in a patient.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Soft skills and teamwork practices were identi ed as the main de ciencies of recent graduates in computer courses. This issue led to a realization of a qualitative research aimed at investigating the challenges faced by professors of those courses in conducting, monitoring and assessing collaborative software development projects. Di erent challenges were reported by teachers, including di culties in the assessment of students both in the collective and individual levels. In this context, a quantitative research was conducted with the aim to map soft skill of students to a set of indicators that can be extracted from software repositories using data mining techniques. These indicators are aimed at measuring soft skills, such as teamwork, leadership, problem solving and the pace of communication. Then, a peer assessment approach was applied in a collaborative software development course of the software engineering major at the Federal University of Rio Grande do Norte (UFRN). This research presents a correlation study between the students' soft skills scores and indicators based on mining software repositories. This study contributes: (i) in the presentation of professors' perception of the di culties and opportunities for improving management and monitoring practices in collaborative software development projects; (ii) in investigating relationships between soft skills and activities performed by students using software repositories; (iii) in encouraging the development of soft skills and the use of software repositories among software engineering students; (iv) in contributing to the state of the art of three important areas of software engineering, namely software engineering education, educational data mining and human aspects of software engineering.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Soft skills and teamwork practices were identi ed as the main de ciencies of recent graduates in computer courses. This issue led to a realization of a qualitative research aimed at investigating the challenges faced by professors of those courses in conducting, monitoring and assessing collaborative software development projects. Di erent challenges were reported by teachers, including di culties in the assessment of students both in the collective and individual levels. In this context, a quantitative research was conducted with the aim to map soft skill of students to a set of indicators that can be extracted from software repositories using data mining techniques. These indicators are aimed at measuring soft skills, such as teamwork, leadership, problem solving and the pace of communication. Then, a peer assessment approach was applied in a collaborative software development course of the software engineering major at the Federal University of Rio Grande do Norte (UFRN). This research presents a correlation study between the students' soft skills scores and indicators based on mining software repositories. This study contributes: (i) in the presentation of professors' perception of the di culties and opportunities for improving management and monitoring practices in collaborative software development projects; (ii) in investigating relationships between soft skills and activities performed by students using software repositories; (iii) in encouraging the development of soft skills and the use of software repositories among software engineering students; (iv) in contributing to the state of the art of three important areas of software engineering, namely software engineering education, educational data mining and human aspects of software engineering.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Esta tesis tiene como finalidad profundizar en la regulación emocional de la tristeza, el enfado y la preocupación de los niños con altas capacidades intelectuales (AC). Además, estos se clasificaron según su estilo de relación social en: pasivos, asertivos o agresivos, y se comprobó la relación entre inhibición emocional y pasividad en la muestra. Para ello se recogió información sobre un total de 203 niños de la Comunidad de Madrid, de 9 a 11 años de edad. 101 con un CI > 129, evaluados a través de la Escala de Inteligencia de Wechsler para niños (2005), adaptación española de Wechsler Intelligence Scale for Children, Fourth Edition (WISC-IV, Wechsler, 2003), y 102 sujetos del mismo rango de edad, con capacidad intelectual media (CM) (CI 100-128). Para medir por separado las estrategias de gestión de las tres emociones, se usaron las Escalas de Manejo Emocional para Niños (EME): tristeza, enfado y preocupación (Children’s Emotion Management Scales (CEMS): sadness (CSMS), anger (CAMS) and worry (CWMS), Zeman, Shipman y Penza-Clyve, 2001; Zeman, Cassano, Suveg, y Shipman, 2010). Para estudiar las habilidades sociales de los sujetos, se escogió el Cuestionario para Evaluar la Asertividad (CEA, De la Peña, Hernández y Rodríguez, 2003), adaptación española del Childreńs Assertive Behaviour Scale, CABS, (Wood, Michelson y Flynn, 1978)...

Relevância:

20.00% 20.00%

Publicador:

Resumo:

En la presente investigación se ha analizado la relación que tiene entre sí las habilidades políticas, el job crafting y las conductas de innovación. A partir de la revisión de la literatura actual, se ha presentado un modelo en el que se establecen relaciones positivas entre estas tres variables, y a la vez se asigna al job crafting un papel de mediación en la relación entre las otras dos variables. Se llevó a cabo una investigación con una muestra de 389 trabajadores de distintas empresas a los que se les aplicó los distintos instrumentos de evaluación en tres momentos de recogida de información diferentes. Los resultados obtenidos confirman, de una forma general, el modelo y las hipótesis planteadas, a excepción de la mediación parcial de job crafting. Finalmente se discuten los resultados en relación a la literatura y los modelos teóricos revisados y se plantean medidas prácticas aplicables en contextos organizacionales.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Esta presentación, tiene la intención de socializar lo producido del Trabajo Final de Grado de la Licenciatura en Educación Física. El objetivo de este trabajo, giró en torno a la comprensión de las habilidades sociales de cinco niños, de primer grado del I.R.A.M (Institución de Rehabilitación al Mogólico) de la ciudad de Córdoba, en el año 2008

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Esta presentación, tiene la intención de socializar lo producido del Trabajo Final de Grado de la Licenciatura en Educación Física. El objetivo de este trabajo, giró en torno a la comprensión de las habilidades sociales de cinco niños, de primer grado del I.R.A.M (Institución de Rehabilitación al Mogólico) de la ciudad de Córdoba, en el año 2008

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Esta presentación, tiene la intención de socializar lo producido del Trabajo Final de Grado de la Licenciatura en Educación Física. El objetivo de este trabajo, giró en torno a la comprensión de las habilidades sociales de cinco niños, de primer grado del I.R.A.M (Institución de Rehabilitación al Mogólico) de la ciudad de Córdoba, en el año 2008

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Diante de um novo perfil do emprego e do mercado de trabalho - que se transforma marcadamente em face das tecnologias de informação e comunicação (TIC) há uma demanda por profissionais munidos de novas habilidades e competências. Assim, objetiva-se, de modo geral, analisar as novas habilidades demandadas pelo mercado de trabalho atual para o profissional da informação. Para tanto, busca-se especificamente, caracterizar os fatores determinantes do contexto atual; verificar o impacto das TIC no mercado de trabalho do profissional da informação; e conhecer as transformações ocorridas no perfil deste profissional frente a estas mudanças. Para alcançar os objetivos propostos recorreu-se à pesquisa bibliográfica, bem como à análise de anúncios de empregos divulgados no website Catho On-line. A análise dos dados se deu de forma comparativa entre os anos de 2003 e 2005 e, permitiu concluir que as habilidades exigidas para o profissional da informação na atualidade dizem respeito, além dos conhecimentos técnicos, a fluência em idioma estrangeiro, ao domínio da informática, aos conhecimentos gerencias e, principalmente, às habilidades interpessoais_____________________________________________________________________________Facing a new profile of the job and the labor market - that changes remarkably regarding to the new technologies of information and communication (TIC), there is a demand for professionals who posses new abilities and competences. It was aimed at, then, in general, to analyze the new abilities disputed by the labor market for the professional of information, because of the new available resources. In order to do that, it was specifically searched, to characterize the decisive factors of the current context; to verify the impact of the TIC in the labor market of the professional of information; and to know the transformations happened in the profile of these professionals before these changes. To reach the proposed objectives it was realized bibliographical research, as well as to the analysis of advertisements of jobs published in the website Catho On-line, of comparative form between the years of 2003 and 2005. The analysis of the data allowed us to conclude that the abilities demanded for the professional of information at the present time concern, besides the technical knowledge, the fluency in a foreign language, to the domain of the computer science and the managing knowledge

Relevância:

20.00% 20.00%

Publicador:

Resumo:

[ES]Se propone en este trabajo la utilización de habilidades de detección de personas basadas en Visión por Ordenador para su integración en instalaciones artísticas de vídeo, explorando someramente sus capacidades, y mostrando una propuesta preliminar.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

O ativismo pode ser percecionado como um conjunto de comportamentos baseados em motivações e valores aliados na solidariedade e cooperação, que visam efetivar mudanças na respetiva sociedade em que o ativista se insere. As tecnologias da informação e comunicação (TIC) vieram permitir que este ativismo migrasse para o espaço digital surgindo assim o ativismo online, ativismo digital ou ciberativismo. Relativamente à relação do ativismo com o suporte social e habilidades sociais, existe uma escassez de pesquisas (nacionais e internacionais) que explorem a relação direta entre os constructos. A partir dos dados recolhidos numa amostra portuguesa, o presente estudo pretende caracterizar e descrever o ativista social (online e/ ou offline), relacionar o ativismo social com o suporte social e as habilidades sociais, de modo a averiguar se o apoio em causas sociais tem impacto na satisfação que o indivíduo retira das relações que estabelece no dia-adia, bem como a existência ou não de um maior grau de habilidades sociais. Metodologia: A amostra deste estudo envolveu 210 participantes, dos quais 154 elementos são do sexo feminino (73,3%) e 56 elementos do sexo masculino (26,7%), com idades compreendidas entre os 15 e os 73 anos, sendo a média de idades de 31,19 anos (DP = 11,62). O protocolo foi composto por um breve questionário sociodemográfico, questionário sobre ativismo social, Escala de Satisfação com o Suporte Social (ESSS) e o Inventário de Habilidades Sociais (IHS). Os dados obtidos revelam que os sujeitos que apoiam causas sociais offline apresentam uma menor satisfação relativamente às amizades/ amigos. O grupo de participantes que apoia causas offline (n = 134) apresenta maior habilidade no fator da autoexposição a desconhecidos ou a situações novas. Os que apoiam causas online (n = 96), além de melhor habilidade no fator autoexposição, também apresentam melhor habilidades de conversação e desenvoltura social.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Tutorial en el que se explica cómo matricularse en el curso Adquisición de habilidades en información. Niveles I y II.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

“La piedra mágica” es, un videojuego que se ha diseñado como herramienta educativa dirigida al alumnado con Necesidades Específicas de Apoyo Educativo y, en particular, a personas con Síndrome de Down. Pretende incrementar las habilidades comunicativas de estas personas a través de una mejora de su prosodia (entonación, fluidez, entre otras propiedades) y, consecuentemente, favorecer su inclusión social y laboral. Una de las principales novedades de “La piedra mágica” es su diseño interdisciplinar, ya que en este proyecto hemos colaborado lingüistas, psicolingüistas, ingenieros informáticos, pedagogos y filósofos para conseguir un entorno educativo complejo y adaptable. Es una herramienta que puede ser empleada de manera autónoma o supervisada y que almacena un historial de seguimiento de cada jugador, de manera que los profesionales pueden acceder a los datos de cada alumno y observar su desarrollo fomentando aquellas carencias más destacadas en cada perfil. Uno de los aspectos más originales de la herramienta es que el jugador se comunica con el resto de personajes del videojuego con su propia voz, lo que le motiva y ayuda a mejorar su capacidad comunicativa. Tras realizar una primera prueba piloto se ha comprobado que más del sesenta por ciento de los alumnos ganan naturalidad y fluidez en su elocución.