962 resultados para Programa Attention Game


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Esta investigación analiza la capacidad de generalización del aprendizaje en niños y adolescentes con Síndrome de Asperger a aspectos cognitivos atencionales con demandas diferentes a las ejercitadas mediante la utilización de un programa de estimulación cognitiva directa. La muestra estuvo constituida por 15 casos con Síndrome de Asperger entre 7 y 15 años (M = 12; DT = 2.7) con dificultades atencionales, medidas a través de instrumentos de orientación psicométrica, a los que se aplicó un programa de entrenamiento en atención dos horas semanales durante seis meses consecutivos. Los resultados del análisis pretest-postest mostraron diferencias estadísticamente significativas en todos los subsistemas atencionales. En atención selectiva las diferencias son de magnitud moderada en las variables relacionadas con la velocidad de procesamiento, en mantenida el tiempo de reacción disminuyó considerablemente (magnitud de la diferencia moderada) y aumentaron los aciertos disminuyendo los errores (ambos con una magnitud de diferencia grande). En atención alternante se observó un mayor número de aciertos, y en dividida se obtuvieron mayores niveles de respuestas totales (los dos de magnitud moderada). Se concluye que el rendimiento atencional en los casos analizados mejora tras la aplicación de un programa de entrenamiento cognitivo específico siendo capaces de generalizar el aprendizaje a medidas psicométricas.

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Social media is now an integral part of modern sports broadcasting, which combines old and new media into a redefined and multidimensional experience for fans. The popularity of social media has particular implications for professional women's sports due to this convergence, and may be utilised by organisations to address some of the issues women's sports face from a lack of traditional broadcast coverage. This article discusses Twitter activity surrounding the ANZ Championship netball competition and analyses the ways social media can help transcend the structural challenges that “old” media has placed on professional women's sports.

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Research .over the past two decades has confirmed the learning opportunities that video games can offer. The objectives of the current study were to investigate the ability of video games to enhance divided attention skills and compare these skills based on individuals' level of expertise in video game playing. Female participants aged between 17-25 years categorised as experts or novices, were divided into experimental and control groups. All participants completed the pre and post-test of divided attention between which only the experimental group received video game training. Results indicate that participants who received video game practice achieved an increase in their dual-attention skills compared to those who did not receive any training, with novices displaying a greater
enhancement in perfonnance. Implications include the provision of video game training to enhance divided attention skills in air pilot training, driving, and heavyequipment operation apart from other tasks necessitating dual-task efficiency.

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A recent project sought to clarify how psychotherapists and mental health workers understand psychosocial health and pathology. In this enquiry, I paid particular attention to the client’s interpersonal networks: did the professionals actively consider, and if so to what extent, ‘intimate social and family relationships’ in constructing their understanding of the presenting problem and in the process they used for goal setting. Twenty-two semi-structured interviews were undertaken, eleven with psychotherapists and eleven with mental health workers. Across both groups, interviewees tended not to see their clients as embedded, relational entities, but primarily, often quite exclusively, as autonomous beings. Second, interviewees accorded a high value to the importance of ‘the therapeutic relationship’. Is it possible that the emphasis practitioners place on ‘the therapeutic relationship’ has the effect of marginalising the attention that is given to the client’s significant-other network

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Exergames are a new educational tool, and have been used by teachers in physical education classes because it is an activity that provides entertainment and caloric expenditure. The goal of this study was to verify the opinion of students in an elementary school class on a program of adapted physical activity using the videogame, developed during physical education classes. Study participants were students in a fourth-grade elementary school class that had a student with disability. The researcher and the Physical Education teacher elaborated the planning program of an adapted physical activity with the use of videogames. The classes were recorded in a log book and group interviews were conducted at the end of each class. The results showed that the classes were nice, fun and interesting experiences. The study concluded that the program was successful.

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The number of overweight people has increased in the last few years. Factors such as attention to diet and changes in lifestyle are crucial in the prevention and control of obesity and diseases related to it. Experts believe that such actions are most effective when initiated during childhood, and that children raised in an environment that encourages physical activity ultimately become healthier adults. However, to arouse and maintain interest in such activities represent a major challenge, which are initially perceived as repetitive and boring, and, thus, soon abandoned. Computer games, traditionally seen as stimulants to a sedentary lifestyle are changing this perception using non-conventional controls that require constant movement of the player. Applications that combine the playfulness of such games to physical activity through devices, like Microsoft Kinect, might become interesting tools in this scenario, by using the familiarity of Natural User Interfaces along with the challenge and the fun of video games, in order to make attractive exercise routines for schoolchildren. The project carried out consists of an exergame composed of several activities designed and implemented with the participation of a Physical Educator, aimed at children between eight and ten years old, whose performance and progress can be remotely monitored by a professional via web interface. The application arising from this work was accompanied by tests with a group of graduating Physical Education students from the University of Rio Verde GO, and subsequently validated through questionnaires whose results are shown on this work.

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Statement: Jams, Jelly Beans and the Fruits of Passion Let us search, instead, for an epistemology of practice implicit in the artistic, intuitive processes which some practitioners do bring to situations of uncertainty, instability, uniqueness, and value conflict. (Schön 1983, p40) Game On was born out of the idea of creative community; finding, networking, supporting and inspiring the people behind the face of an industry, those in the mist of the machine and those intending to join. We understood this moment to be a pivotal opportunity to nurture a new emerging form of game making, in an era of change, where the old industry models were proving to be unsustainable. As soon as we started putting people into a room under pressure, to make something in 48hrs, a whole pile of evolutionary creative responses emerged. People refashioned their craft in a moment of intense creativity that demanded different ways of working, an adaptive approach to the craft of making games – small – fast – indie. An event like the 48hrs forces participants’ attention on the process as much as the outcome. As one game industry professional taking part in a challenge for the first time observed: there are three paths in the genesis from idea to finished work: the path that focuses on mechanics; the path that focuses on team structure and roles and the path that focuses on the idea, the spirit – and the more successful teams need to put the spirit of the work first and foremost. The spirit drives the adaptation, it becomes improvisation. As Schön says: “Improvisation consists on varying, combining and recombining a set of figures within the schema which bounds and gives coherence to the performance.” (1983, p55). This improvisational approach is all about those making the games: the people and the principles of their creative process. This documentation evidences the intensity of their passion, determination and the shit that they are prepared to put themselves through to achieve their goal – to win a cup full of jellybeans and make a working game in 48hrs. 48hr is a project where, on all levels, analogue meets digital. This concept was further explored through the documentation process. This set of four videos were created by Cameron Owen on the fly during the challenge using both the iphone video camera and editing software in order to be available with immediacy and allow the event audience to share the experience - and perhaps to give some insights into the creative process exposed by the 48 hour challenge. ____________________________ Schön, D. A. 1983, The Reflective Practitioner: How Professionals Think in Action, Basic Books, New York

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Current media attention on the crossover novel highlights the increasing permeability of the boundaries between young adult and adult fiction. This paper will focus upon some of the difficulties around definitions of young adult fiction before considering the fiction of football, or soccer as it is more commonly known in Australia. The football genre exhibits a number of discrete and identifiable differences between young adult and adult readerships including, for example, the role of the protagonist, and the narrative’s distance from the game. This paper will use Franco Moretti’s Mapping as Distant Reading model of abstraction to highlight and unpack these and other characteristic differences in the narratological and stylistic techniques employed across adult and young adult texts. Close reading analysis of the adult football fiction Striker (1992) by Hunter Davies and young adult football fiction Lucy Zeezou’s Goal (2008) by Liz Deep-Jones’ will further illustrate the range of tensions and divergences as they are reflected across those readerships. The texts have been selected because they speak to themes of fear and safety; Joe Swift (Striker) is driven by a need to move away from childhood poverty and insecurity, while Lucy Zeezou shelters a homeless friend. With both protagonists being kidnapped for ransom for example, the texts have also been selected for their striking similarities in form and content.

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A significant proportion of research in the field of human-computer interaction has been devoted to game design. Yet, a multitude of good ideas and enthusiastic game design initiatives exist, where the games never see the light of day. Unfortunately, the causes of these failures remain often unexplored and unpublished. The challenges faced by researchers and practitioners are particularly complex when designing games for special target groups, such as children, or for a serious purpose. The HCI community would benefit from a discussion on these issues in order to avoid researchers and practitioners to repeat mistakes. We want to learn from projects that started with a promising idea, but failed or faced severe challenges. This workshop will be the first at CHI focusing on 'failed game projects'. In particular, workshop participants are encouraged to discuss issues that typically received little attention in publications and hereby contribute to the discussion on failures in the design, development and evaluation of games for and or with children. As a result, the community will benefit from these insights and lessons-learned, which will enhance the design of future (serious) games with/for children.

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Current media attention on the crossover novel highlights the increasing permeability of the boundaries between young adult and adult fiction. This paper will focus upon some of the difficulties around definitions of young adult fiction before considering the fiction of football, or soccer as it is more commonly known in Australia. The football genre exhibits a number of discrete and identifiable differences between young adult and adult readerships including, for example, the role of the protagonist, and the narrative’s distance from the game. This paper will use Franco Moretti’s Mapping as Distant Reading model of abstraction to highlight and unpack these and other characteristic differences in the narratological and stylistic techniques employed across adult and young adult texts. Close reading analysis of the adult football fiction Striker (1992) by Hunter Davies and young adult football fiction Lucy Zeezou’s Goal (2008) by Liz Deep-Jones’ will further illustrate the range of tensions and divergences as they are reflected across those readerships. The texts have been selected because they speak to themes of fear and safety; Joe Swift (Striker) is driven by a need to move away from childhood poverty and insecurity, while Lucy Zeezou shelters a homeless friend. With both protagonists being kidnapped for ransom for example, the texts have also been selected for their striking similarities in form and content.

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En el presente TFG se ha realizado un diagnóstico de las necesidades emocionales de los menores de entre 6 y 12 años diagnosticados de trastorno mental grave que acuden al Centro Terapéutico-Educativo de Ortuella. En la metodología de análisis se han utilizado dos técnicas.: la observación participante en los distintos espacios en los que se desenvuelven los usuarios y la entrevista con cada uno de los profesionales de la entidad. Este análisis ha tenido como objetivo detectar las carencias emocionales de los usuarios que requieren de mayor atención educativa. Además se realiza una propuesta de intervención cuyo eje central es desarrollar las competencias emocionales a través de la teatralización.

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Trata-se de uma pesquisa de mestrado do Programa de Pós-Graduação da Faculdade de Enfermagem da Universidade do Estado do Rio de Janeiro. Teve como objetivo geral compreender e analisar as práticas do enfermeiro na assistência à saúde no Programa HIV/AIDS nos Centros Municipais de Saúde do Rio de Janeiro a partir do princípio da integralidade. Buscou-se a compreensão da prática do enfermeiro, pois devido à complexidade da epidemia, o paciente requer assistência que estabeleça qualidade de vida. Neste sentido, explorou-se o conceito de integralidade como embasamento para as ações em saúde nos diversos níveis de assistência em especial na atenção básica. O enfermeiro diante de uma perspectiva de integralidade quer no manejo clinico do portador, quer na prevenção da disseminação da doença nos diversos grupos populacionais, deve buscar uma prática profissional com vistas a priorizar as necessidades de saúde dos usuários. Trata-se de um estudo de natureza qualitativa, sendo esta abordagem a que possibilita a compreensão dos fenômenos e das ações humanas no que se refere à prática. A pesquisa foi desenvolvida no período 2008 a 2009, sendo o trabalho de campo desenvolvido através de observação livre e entrevistas semi-estruturadas. Os sujeitos consistiram de 12 enfermeiros que trabalham nos CMS no Programa HIV/AIDS. Os dados foram analisados visando buscar eixos temáticos a fim de transparecer as práticas e seus contextos, utilizando também os registros da observação livre. Através da análise temática emergiram duas categorias: O cotidiano da assistência no programa HIV/AIDS e a Prática do enfermeiro no programa HIV/AIDS, as quais deram origem a cinco subcategorias descritas a seguir: O cotidiano dos CMS e a organização da assistência voltada para o HIV/AIDS; Limitações político-institucionais que dificultam as ações de enfermagem no programa HIV/AIDS; A relação da equipe de saúde e o processo de trabalho no programa HIV/AIDS; Bases teóricas que orientam a prática do enfermeiro em HIV/AIDS nos CMS; e Modelos de atenção à saúde e a realidade vivenciada no programa HIV/AIDS. Podemos constatar que os serviços que atendem HIV/AIDS são estruturados basicamente com a presença dos profissionais de saúde e na estrutura física disponível para a assistência. Este fato influencia a chegada do paciente ao serviço e sua forma de atendimento. Constatou-se que a falta de estrutura física prejudica a percepção das necessidades de saúde do grupo populacional assistido, mas também isto nos remete a falta de preparo do profissional. Há muita dificuldade em articular o conhecimento teórico com a prática diária, isto é, com suas atividades de rotina. Neste caso, o enfermeiro busca, a partir das ações que são postas no dia-a-dia, superar essa indefinição na tentativa de dar respostas aos problemas de saúde que lhes são direcionados. Concluímos que há necessidade de condições mais específicas para o desenvolvimento de ações que possibilitem a visualização das necessidades de saúde desta clientela para que possa desenvolver a integralidade de forma consistente nos CMS do Rio de Janeiro.

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Sistemas Multiagentes estão recebendo cada vez mais a atenção de pesquisadores e desenvolvedores de jogos virtuais. O uso de agentes permite controlar o desempenho do usuário, adaptando a interface e alterando automaticamente o nível de dificuldade das tarefas. Este trabalho descreve uma estratégia de integração de sistemas multiagentes e ambientes virtuais tridimensionais e exemplifica a viabilidade dessa integração através do desenvolvimento de um jogo com características de Serious game. Este jogo visa estimular as funções cognitivas, tais como atenção e memória e é voltado para pessoas portadoras de diferentes distúrbios neuropsiquiátricos. A construção do jogo foi apoiada em um processo de desenvolvimento composto por várias etapas: estudos teóricos sobre as áreas envolvidas, estudo de tecnologias capazes de apoiar essa integração, levantamento de requisitos com especialistas, implementação e avaliação com especialistas. O produto final foi avaliado por especialistas da área médica, que consideraram os resultados como positivos.

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O Programa de Agentes Comunitários de Saúde institucionalizado em 1991, caracteriza-se como a primeira estratégia em escala nacional para a atenção primária no Brasil, sendo a segunda, o Programa Saúde da Família (PSF). No Ceará o trabalho com agentes de saúde existe desde 1986, configurando-se como uma inovação do primeiro governo Jereissati na área da saúde pública. Esse estudo objetivou identificar e discutir as práticas das agentes de saúde na comunidade. Partindo de um grupo específico, o de crianças de 0 12 meses, foi possível conhecer melhor as atividades realizadas, a interação agente de saúde/família, as dificuldades enfrentadas e algumas características das relações do agente de saúde com os demais profissionais da equipe de saúde da família (ESF). As técnicas que facilitaram esse conhecimento foram a observação, a entrevista e o grupo focal. O campo de estudo foi o município de Uruburetama-Ceará, e o principal critério para essa escolha, a taxa de mortalidade infantil (MI) referente ao ano de 2002, ano em que o município ficou entre os treze com MI acima de 40/1.000 nascidos vivos no Ceará. O estudo acompanhou 23 crianças nascidas em agosto de 2004, concluindo-se a pesquisa de campo em agosto de 2005. Nesse período o município contava com cinco equipes de PSF e trinta agentes de saúde, das quais quinze acompanhavam famílias em que nasceram crianças no mês de início da pesquisa, constituindo-se assim nas principais informantes do estudo juntamente com as mães. Com base na categoria analítica agente educador, foram identificadas as categorias empíricas: a agente de saúde com conhecimentos insuficientes, a agente de saúde impotente diante dos determinantes socioeconômicos e o tema práticas de saúde descontextualizadas das condições sociais; Com base na categoria analítica agente elo, chegou-se às categorias empíricas: a agente porta de entrada do PSF e a agente pau pra toda obra, além do tema uma relação de conflitos; no entanto, para a categoria analítica agente de controle sanitário, não identifiquei nenhuma categoria empírica. Conforme a discussão das categorias e temas identificados demonstrou, as agentes de saúde precisam ser melhor capacitadas para desenvolver suas atividades; ações rotineiras como a orientação da alimentação infantil e monitoramento do crescimento precisam ser reforçadas; as agentes não estão habilitadas para uma compreensão mais ampla dos problemas vivenciados pela comunidade e portanto para a discussão das possíveis soluções e encaminhamentos; há um excesso de atribuições e lhes falta conhecimento para o exercício de algumas destas atribuições e tempo para outras; as agentes se ressentem de maior apoio na ESF, e sua relação com demais componentes da equipe é conflituosa. O estudo aponta a necessidade de reforçar a capacitação das agentes de saúde, mas prioritariamente, antes de qualquer capacitação para as ações específicas que realizam rotineiramente é preciso formá-las como educadoras sob a perspectiva da educação popular em saúde.