1000 resultados para Brinquedos terapêuticos
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O uso de peptídeos sintéticos para o desenvolvimento de novas drogas é uma estratégia promissora no campo da biotecnologia. Peptídeos derivados de toxinas bacterianas intracelulares, produzidas por sistemas de morte pós-segregacional (PKS) tais como CcdB e ParE são exemplos dessa estratégia. Porém, moléculas com estrutura peptídica derivadas de toxinas bacterianas apresentam sérios problemas na aplicação terapêutica por apresentarem baixa solubilidade e difícil permeabilidade em membranas bacterianas. O objetivo desse estudo consistiu no desenvolvimento e aprimoramento de sistemas nanoestruturados (lipossomas) que permita a imobilização de análogos peptídicos da toxina CcdB e sua consequente translocação no citosol bacteriano, permitindo que os mesmos atinjam seus alvos celulares, enzimas DNA girase e Topoisomerase IV. Lipossomas do tipo SUV (small unilamellar vesicles), foram preparados pela técnica de extrusão-evaporação variando-se suas formulações. Desta forma, pretendeu-se avaliar a eficiência de encapsulação dos peptídeos através de técnicas de cromatografia líquida de alta eficiência (CLAE) e espectroscopia de UV-Vis e fluorescência. Após testes de eficiência de encapsulação, os lipossomas contendo os análogos peptídicos encapsulados, foram submetidos a ensaio de inibição de crescimento em meio líquido para duas espécies bacterianas: Staphylococcus aureus e Escherichia coli. Resultados demonstraram que a utilização de sistemas nanoestruturados é de grande importância para viabilizar a aplicação desta classe de biomoléculas em estudos terapêuticos, permitindo assim, que tais peptídeos possam ser utilizados como antibióticos promissores, se associados a sistemas de transporte e liberação controlada de moléculas peptídicas.
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Atherosclerosis is a chronic inflammatory disease characterized by accumulation of lipid and fibrous components in arterial vessels, giving rise to atheromas. Development of Atheromatou plaques leads to arterial steatosis, triggering ischemic events. Atherotrombosis has a strong correlation with atherosclerosis, where rupture of atheromatous plaques cause release of vessel wall's pro-thrombotic components, activating platelet aggregation and thromosis. Due to the major role played by platelets on thrombus-embolic conditions, drugs that inhibit platelet aggregation demonstrate great relevance for atherothrombosis prevention, reducing patient mortality. Currently, there are a variety of drugs acting on several different targets, preventing platelet activation. However, these therapies demosntrate side effects such as thrombocytopenia, neutropenia, hemorrhage and low oral availability. Thus, the application of molecular modifications such as hybridization can produce novel, more efficient antiplatelet aggregation inhibitors. In this project we describe the synthesis and characterization of novel N-acilhydrazone compounds, acting through multiple mechanisms such as platelet calcium chelation and nitric oxide donation by furoxanic subunits. Furthermore, we demonstrate that such compounds exhibit biological activity in in vivo bleeding time, in vitro antiplatelet aggregation and in vivo antinociceptive assays. Therefore, novel N-acilhydrazone compounds demonstrate potential as antiplatelet drugs for atherothrombosis prevention.
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Pós-graduação em Psicologia - FCLAS
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Pós-graduação em Biociências - FCLAS
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This text aims to present some ideas of the philosopher Walter Benjamin, one of the most intriguing intellectuals of our time, trying to outline in his work the relationship that the author establishes between childhood playing and ludic culture, more precisely regarding the memory of playing, childhood, culture, history and memory in contemporary society after the twentieth century. Thus, in order to identify reinterpreted experiments, as places, forms of playing and types of toys made out of this paradigm, we were guided by the notes, essays, translations and articles in which Benjamin identified conceptions of childhood and ludic culture. Benjamin's view of childhood is not childish, simplistic or reductive. His works allow us to discuss and justify the need for a more detailed analysis on the phenomenon of development and teaching practice within the everyday schoolchildren. By revisiting the original ideas, and irreverent criticism of Benjamin, thinking education from his account, we hope to contribute with other studies in the field of education, by elucidating the process of development and teaching practice in relation to the ludic childhood culture, specifically regarding childhood and the places of childhood in the contemporary context.
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Nitric oxide (NO) is a free radical with participation in almost all physiologic host processes; however, in high concentrations it may damage the tissues. Its immunoregulatory action is present in the inflammation and in auto-immune mechanisms, being intensively studied in the medical area. Recently, some studies have also reported that NO could play a role as etiopathogenic factor of the periodontal disease, which shows inflammatory and multifactorial course. Due to beneficial or damage effects of NO, according to its concentrations, some studies have been focused in the evaluation of inhibitor of NO-Synthase (NOS) as therapeutic agents in inflammatory processes. In this context, the aim of this study was to report the role of NO and NOS inhibition in the periodontal disease modulation process. In conclusion, it could be suggested that NO seems to play an essential role in evolution of inflammatory periodontal disease, and that the NOS inhibition may be considered as a promising therapeutic in modulation of inflammatory process.
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Objective: The aim of this study was to develop an educational oral health digital game for 5-to-7-year-old children. Method: The game, called “Dr. Trata Dente”, was based on the approach to three different oral health-related topics: a) bacterial plaque and the main diseases caused by it; b) oral hygiene methods for bacterial plaque control; c) dental caries and preventive measures for this disease. These topics were discussed in sequential order in three different stages of the game. Dr. Trata Dente is represented by the figure of a little super-hero dentist, who talks to the children about oral health during the game. The game is sub-divided according to its propositions to the children, into an association game, a memory game and a coloring game. After its development, the game was evaluated by three professionals of each of the following areas: Dentistry, Pedagogy and Psychology (n=9), who verified the suitability of the concepts presented in the game as regards oral health, linguistic abilities worked with the children, fulfillment of the intended didactic criteria, and the playful aspect of the game. Results: According to the dentists, the dental concepts presented in the game are adequate. According to the pedagogues, the choice of a super-hero was correct and the given explanations are well elaborated, organized and have accessible language, although long. For the psychologists, the game has a potential positive effect on the children’s learning, but there should be more interaction of the character with the children. After this evaluation, changes were made in the game according to the professionals’ suggestions. Conclusion: It was concluded that in spite of the suggested alterations, the game is suitable for teaching oral health by means of children’s play.
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Pós-graduação em Agronomia (Horticultura) - FCA
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Pós-graduação em Enfermagem - FMB
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Pós-graduação em Química - IQ
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This research aimed to investigate, to describe and to reflect on the initial and continuous training playful preschool teachers and their applicability in daily practice. Through a literature search on the official documents and playfulness in the formation of the pedagogue, we see the importance of the uses of games and toys in kindergarten. Therefore, a retrospective of early childhood education and teacher training were conducted by analyzing the knowledge necessary to professor of playing in kindergarten. In order to collect data in the field were used as instruments to direct observation of everyday practice of the teacher and a questionnaire to see if the teachers' planning the use of toys and games, times and spaces intended for recreational actions are recorded and are ensured. With these investigative actions, from the descriptive and interpretative analysis of the data can be verified as occurred playful teacher education early childhood education and its importance in recreational use in the classroom every day
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The playful objects challenge and support the child to the playful action. These actions leverage the use of imagination and fantasy, necessary skills throughout our life. These objects are ways to create situations and play day by day. Games and toys are also augmenting resources of learning processes in various areas of knowledge. However, this process does not occur spontaneously, there is a need of scientific knowledge for selection and use of these resources in educational formal processes, especially in schools. The objective of this study was to identify, classify and analyze the play material performance of a primary school of the Municipal System of Education from Bauru-SP. To attain the goal, became a literature review in indexed data bases and printed materials. Subsequently, based on the theoretical references, tools for collection and analysis of data were developed, enabling the triangulation of data collected and analyzed for the closest to the reality studied. The instruments for collecting and analyzing data: a) survey and identification of playful collection based on COL (KOBAYSHI, 2009), b) questionnaire with school teachers and c) field observations. The survey results and the triangulation of sources allowed better characterization of the collection available at the school and their uses as resources and education and recreation procedures
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In a preliminary communication, we intend to reflect on thepossibilities of group psychotherapy based on the theory of Lacan. We startedfrom the premise that it could apply to group psychotherapy the sametheoretical basis of individual psychotherapy in which the psychoanalysis ofJacques Lacan is applied, with some modifications. Introducing theoreticalelements and reporting fragments of the practice of caring for a group in thisreference, so that it gives an idea of how this psychotherapeutic group works.The application of Lacan s psychoanalysis to the practice of group therapy hasshown results that seem to justify the continuation of this exercise ofintercession and research, and at the same time seems to allow to the theory ofgroups to cross the boundaries of imaginary. The group practice in thisreference has been shown as effective as individual psychotherapy in the fieldof Psychosocial Care.
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It is a fact that between the child and the adult there is an adolescent being that experiments his experiences in a different way than those others. Therefore, in clinical care, the use of toys and play do not have the same value as for the children, and, on the other hand, the majority of adolescents are not ready, as the adult is, for the exclusive use of speech in the psychotherapy context. There is the need to introduce some specific strategy in order to give the adolescent conditions to express himself openly in the psychotherapy process. The mediator's resource introduces this variable to enable the expression of emotions for those who cannot find the available channels for that. This paper seeks to answer this question by presenting the Time Tunnel Game in the psychotherapy with young people, based, during several years, on its clinical use with patients during this period of their lives. Explaining, when it is a question of a demand for a game, that the youngster tries to respect the rules, therefore, expressing his experiences more at ease. By using the mentioned game, it is not the psychotherapist that questions or addresses the youngster, but it is through this playing that the questions arise, providing the youngster a facilitating context for his experiences, even for the more difficult ones. At the direct request of the psychotherapist, it is possible that the adolescent may have the imposing idea that he is being evaluated, which is inadequate when attending any youngster. It is understood that this facilitation also occurs because in a game the atmosphere of lucidity is less threatening to the patient to reveal himself as playing. It is the game that "interviews" and, therefore, the youngster has less to be afraid of when expressing his experiences.
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The hospitalization process can cause significant changes in the children’s everyday life because, besides the suffering caused by the disease, there are the invasive processes which bring them sorrow. Thus, aiming to make this state of sorrow lower and to contribute for the treatment process we developed in a hospital the Mobile Toy Library project which develops interactive activities through playing, trying to make the staying of these kids at the hospital easier. The team is formed by Psychology professors and students, who daily visit the children with a trolley full of toys in order to interact and play with them. We wait on 500 patients a year. We concluded the Mobile Toy Library provides ways for kids to elaborate their psychological conflicts, lowering their sorrow as well as their negative feelings of staying in hospital, and this helps them deal with the disease, family and medical team all together.