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1.
Psicol. ciênc. prof ; 43: e252545, 2023.
Artigo em Português | LILACS, INDEXPSI | ID: biblio-1440793

RESUMO

O brincar é uma atividade importante para o desenvolvimento infantil, porque melhora aspectos cognitivos, emocionais e físicos. Além disso, jogos e brincadeiras podem ser explorados como recurso educacional. Partindo do entendimento da ludicidade enquanto um processo subjetivo, este trabalho investigou a relação com o saber estabelecida durante as brincadeiras, buscando compreendê-las em suas dimensões epistêmica, social e identitária. Dezesseis estudantes do 5º ano do ensino fundamental foram entrevistados a partir de um roteiro baseado no instrumento "balanço do saber", proposto por Bernard Charlot. As questões foram adaptadas para possibilitar apreender o que as crianças dizem aprender durante as brincadeiras em que participam, com ênfase naquelas realizadas em sala de aula. Os resultados da análise de conteúdo realizada mostraram que, apesar de existirem conflitos sobre como se estabelecem as funções lúdica e educativa, quando a brincadeira infantil é utilizada como recurso pedagógico, os sujeitos podem identificar benefícios no processo de aprendizagem por meio dela. Aponta-se, também, a necessidade de considerar a condição social da criança no ambiente escolar para o sucesso ao utilizar essas atividades como práticas pedagógicas.(AU)


Child's play is an important activity for child development since it improves cognition, emotional, and physical aspects. Games can also be explored as an educational resource. Starting from the understanding that playfulness is a subjective process, this work has investigated the relationship to the knowledge stablished during games, aiming to understand it in its epistemic, social, and identitary dimensions. A group of 16 5th grade students were interviewed from a script based on the instrument "balance of knowledge," as proposed by Bernard Charlot. The questions were adapted to enable the apprehension of what children say they learn on the games they play, emphasizing those which are played in classrooms. The results of the content analysis performed have showed that, despite the conflicts on how both playful and educative functions are stablished when child's play is used as a pedagogic resource, the subjects can identify benefits on the process of learning with it. The need to consider the child's social condition in the school environment to reach success when using these activities as pedagogical practices is also pointed out.(AU)


Jugar es una actividad importante para el desarrollo de los niños, porque mejora aspectos cognitivos, emocionales y físicos. Por tanto, los juegos son explorados como recurso educativo. Partiendo de la comprensión de que lo lúdico es un proceso subjetivo, este trabajo analizó la relación con el saber que se establece durante el juego, con el objetivo de comprenderlo en sus dimensiones epistémica, social e identitaria. Se entrevistó a dieciséis estudiantes de quinto grado a partir de un guion basado en el instrumento "balance del saber" propuesto por Bernard Charlot. Las preguntas fueron adaptadas para permitir la aprehensión de lo que los niños dicen que aprenden en sus juegos, enfatizando los que se juegan en las aulas. Los resultados del análisis de contenido realizado mostraron que, a pesar de que existen conflictos sobre cómo se establecen ambas funciones lúdica y educativa cuando se utiliza el juego infantil como recurso pedagógico, los niños pueden identificar beneficios en el proceso de aprendizaje a través del juego. Se señala la necesidad de considerar la condición social del niño en el entorno escolar para alcanzar el éxito al utilizar estas actividades como prácticas pedagógicas.(AU)


Assuntos
Humanos , Masculino , Feminino , Jogos e Brinquedos , Ludoterapia , Instituições Acadêmicas , Escolaridade , Personalidade , Aptidão , Psicologia , Psicologia Educacional , Qualidade de Vida , Serviços de Saúde Escolar , Meio Social , Percepção Social , Esportes , Análise e Desempenho de Tarefas , Ensino , Temperamento , Estudos de Tempo e Movimento , Baixo Rendimento Escolar , Timidez , Simbolismo , Adaptação Psicológica , Exercício Físico , Atitude , Família , Defesa da Criança e do Adolescente , Cuidado da Criança , Orientação Infantil , Proteção da Criança , Saúde Mental , Negociação , Entrevista , Animação , Filme e Vídeo Educativo , Manifestações Neurocomportamentais , Desenho , Criatividade , Cultura , Confiança , Crescimento e Desenvolvimento , Ego , Empatia , Estudos de Avaliação como Assunto , Comportamento Exploratório , Fantasia , Banho de Sol , Prazer , Comportamento Sedentário , Função Executiva , Habilidades Sociais , Aprendizagem Espacial , Jogos Recreativos , Professores Escolares , Práticas Interdisciplinares , Liberdade , Frustração , Solidariedade , Interação Social , Felicidade , Passatempos , Saúde Holística , Imaginação , Individualidade , Inteligência , Liderança , Atividades de Lazer , Memória , Processos Mentais , Motivação , Destreza Motora , Movimento , Música , Comunicação não Verbal
2.
Licere (Online) ; 25(1): 171-199, mar.2022. ilus
Artigo em Português | LILACS | ID: biblio-1367555

RESUMO

Trata-se de uma pesquisa que tem como objetivo analisar as contribuições do lúdico para o processo de hospitalização das crianças com câncer. Durante a sua hospitalização, a criança é afetada em seu estado físico, psicológico ou emocional, porém isso pode ser amenizado através de atividades lúdicas. Metodologicamente, esta pesquisa foi desenvolvida na abordagem qualitativa com método da hermenêutica dialética, que envolveu crianças em tratamento no hospital de referência na cidade de Recife/PE. Nesse caso, a comunicação foi tratada através dos dados recolhidos em fontes bibliográficas, observações dos jogos através do diário de campo e das entrevistas semiestruturadas com as crianças com câncer e seus acompanhantes. Com isso, foi constatado que a ludicidade é um recurso terapêutico enriquecedor, que contribuiu para ao desenvolvimento das crianças com câncer.


This research aims to analyze playfulness's contributions to the hospitalization process of children with cancer. During hospitalization, a child is affected physically, psychologically, or emotionally; however, this can be alleviated through playful activities. Methodologically, this research was developed in a qualitative approach based on dialectic-hermeneutics, which involved children undergoing treatment at a reference hospital in the city of Recife/PE. In this case, communication was treated through data collected from bibliographic sources, observations of the games through field diaries, and semi-structured interviews of children with cancer and their caretakers. Thus, it has been found that playfulness is an enriching.


Assuntos
Humanos , Criança , Terapias Complementares , Criança Hospitalizada , Saúde da Criança , Hermenêutica , Jogos Recreativos/psicologia , Oncologia
3.
PLoS One ; 16(4): e0249095, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33793609

RESUMO

BACKGROUND: Neurodegenerative diseases are sporadic hereditary conditions characterized by progressive dysfunction of the nervous system. Among the symptoms, vestibulopathy is one of the causes of discomfort and a decrease in quality of life. Hereditary spastic paraplegia is a heterogeneous group of hereditary degenerative diseases involving the disorder of a single gene and is characterized by the progressive retrograde degeneration of fibers in the spinal cord. OBJECTIVE: To determine the benefits of vestibular rehabilitation involving virtual reality by comparing pre intervention and post intervention assessments in individuals with hereditary spastic paraplegia. METHODS: In this randomized controlled clinical trial from the Rebec platform RBR-3jmx67 in which allocation concealment was performed and the evaluators be blinded will be included. The participants will include 40 patients diagnosed with hereditary spastic paraplegia. The interventions will include vestibular rehabilitation with virtual reality using the Wii® console, Wii-Remote and Wii Balance Board (Nintendo), and the studies will include pre- and post intervention assessments. Group I will include twenty volunteers who performed balance games. Group II will include twenty volunteers who performed balance games and muscle strength games. The games lasted from 30 minutes to an hour, and the sessions were performed twice a week for 10 weeks (total: 20 sessions). RESULTS: This study provides a definitive assessment of the effectiveness of a virtual reality vestibular rehabilitation program in halting the progression of hereditary spastic paraplegia, and this treatment can be personalized and affordable. CONCLUSION: The study will determine whether a vestibular rehabilitation program with the Nintendo Wii® involving virtual reality can reduce the progressive effect of hereditary spastic paraplegia and serve as an alternative treatment option that is accessible and inexpensive. Rebec platform trial: RBR-3JMX67.


Assuntos
Terapia por Exercício , Equilíbrio Postural/genética , Paraplegia Espástica Hereditária/reabilitação , Medula Espinal/patologia , Adolescente , Adulto , Brasil , Disfunção Cognitiva/fisiopatologia , Disfunção Cognitiva/reabilitação , Feminino , Jogos Recreativos , Humanos , Masculino , Pessoa de Meia-Idade , Força Muscular/fisiologia , Dor/fisiopatologia , Dor/prevenção & controle , Qualidade de Vida , Paraplegia Espástica Hereditária/genética , Paraplegia Espástica Hereditária/fisiopatologia , Resultado do Tratamento , Realidade Virtual , Adulto Jovem
4.
PLoS One ; 15(10): e0239822, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33027295

RESUMO

BACKGROUND: Repeated practice to acquire expertise could result in the structural and functional changes in relevant brain circuits as a result of long-term potentiation, neurogenesis, glial genesis, and remodeling. PURPOSE: The goal of this study is to use surface-based morphology (SBM) to study cortical thickness differences in Chinese chess experts and novices, and to use regions of cortical thickness differences as seeds to guide a resting state connectivity analysis of the same population. METHODS: A raw public dataset from Huaxi MR Research Center consisting of 29 Chinese chess experts and 29 novices was used in this study, with both T1-weighted and resting state functional MRI. Surface based morphometry was performed on the T1 images with the Freesurfur pipeline, with a vertex significance threshold of p<0.05 and a cluster false discovery rate of α < 0.05. Regions with significant differences were used in a seed-based comparison of resting state functional connectivity carried out with Statistical Parameter Mapping (SPM) and the Connectivity Toolbox (CONN). Regions of connectivity differences within groups were computed with a voxel significance threshold of p<0.05 and a cluster false discovery rate of α < 0.01. RESULTS: Ten regions of the cortex of Chinese chess experts were found to be thinner than chess novices, including regions involved in visual processing, attention, working and episodic memory, and mental imagery, as well as several regions in the prefrontal cortex. There were no regions where experts' cortices were thicker than novices. Three of the thinner regions exhibited increased functional connectivity to distant brain regions in chess experts. CONCLUSIONS: Brain regions that are structurally affected by chess training are associated with processes that would likely have a high utility in chess expertise. Using a hierarchical control model, we hypothesize that the functional changes linked with some of these structural changes are related to the professionally trained chess players' ability to perceive and use contextual information, visuospatial perception, and outcome prediction in the domain of chess, all contributing to their exceptional performance.


Assuntos
Encéfalo/ultraestrutura , Cognição , Percepção , Adolescente , Adulto , Atenção , Mapeamento Encefálico , Jogos Recreativos/psicologia , Humanos , Rede Nervosa , Adulto Jovem
5.
Complement Ther Clin Pract ; 40: 101211, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32891287

RESUMO

BACKGROUND AND AIMS: An important responsibility of nurses is to optimize children's physiological and psychological health and to help them adapt to their new conditions and anxiety. In this study, we compare the effect of interactive games and painting on preoperative anxiety in Iranian children. METHODS: This pre-post randomized clinical trial was conducted on 172 children aged 3-12 years undergoing elective surgery and randomly divided into three groups, including interactive games group (n = 64), painting group (n = 55), and control group (n = 53). The children's anxiety was assessed using the modified Yale Preoperative Anxiety Scale (mYPAS). RESULTS: The results showed significant differences between the three groups (P < 0.001). Also, results showed that the mean anxiety score was significantly lower in the painting group. CONCLUSION: Based on these conclusions, nurses should collaborate with medical teams to routinely use non-pharmacological methods such as the painting and the interactive games to alleviate preoperative anxiety in children.


Assuntos
Ansiedade/psicologia , Jogos Recreativos , Cuidados Pré-Operatórios/métodos , Criança , Pré-Escolar , Procedimentos Cirúrgicos Eletivos , Feminino , Humanos , Irã (Geográfico) , Masculino , Cuidados Pré-Operatórios/psicologia
6.
Cereb Cortex ; 30(10): 5560-5569, 2020 09 03.
Artigo em Inglês | MEDLINE | ID: mdl-32488242

RESUMO

The ability of chess experts depends to a large extent on spatial visual processing, attention, and working memory, all of which are thought to be mediated by the thalamus. This study explored whether continued practice and rehearsal over a long period of time results in structural changes in the thalamic region. We found smaller gray matter volume regions in the thalami of expert Chinese chess players in comparison with novice players. We then used these regions as seeds for resting-state functional connectivity analysis and observed significantly strengthened integration between the thalamus and fronto-parietal network in expert Chinese chess players. This strengthened integration that includes a group of brain regions showing an increase in activation to external stimulation, particularly during tasks relying on working memory and attention. Our findings demonstrate structural changes in the thalamus caused by a wide range of engagement in chess problem solving, and that this strengthened functional integration with widely distributed circuitry better supports high-level cognitive control of behavior.


Assuntos
Lobo Frontal/fisiologia , Jogos Recreativos , Lobo Parietal/fisiologia , Tálamo/anatomia & histologia , Tálamo/fisiologia , Adulto , Mapeamento Encefálico , Feminino , Humanos , Imageamento por Ressonância Magnética , Masculino , Vias Neurais/fisiologia , Adulto Jovem
7.
J. Phys. Educ. (Maringá) ; 31: e3120, 2020. tab, graf
Artigo em Português | LILACS | ID: biblio-1134758

RESUMO

RESUMO A partir da análise documental de 210 relatórios dos Jogos Escolares da Rede Pública da Bahia (JERP), este estudo teve por objetivo descrever a evolução histórica do JERP de 2009 a 2017, considerando as modalidades comuns e inovadoras ofertadas, número de escolares, número de escolas, número de professores e recursos financeiros descentralizados. Verificamos que as modalidades inovadoras foram numericamente superiores às modalidades comuns e apresentaram maior diversificação das práticas esportivas; o número de escolares, escolas e professores na primeira etapa dos jogos (dentro das escolas) foi superior a terceira etapa (regional), além de aumentar ao longo dos anos em ambas as etapas; e que o valor financeiro descentralizado tendeu a crescer no período histórico analisado. Concluímos que o JERP se apresenta como uma oportunidade dos alunos vivenciarem diferentes modalidades esportivas, entretanto esta oportunidade é ressaltada apenas na primeira etapa. Em relação aos recursos financeiros descentralizados para o JERP, parece não haver planejamento prévio com relação a proporção destes recursos e a proporção de escolares participantes deste programa. Sugerimos maior concentração de recursos em competições locais do que estaduais, uma vez que atendem mais crianças e jovens e favorecem a valorização da diversificação de modalidades e respeito à cultura esportiva local.


ABSTRACT Based on the documentary analysis of 210 reports of the Scholars Games of the Bahia State Public System (JERP), this study aimed to describe the historical evolution of the JERP from 2009 to 2017 considering the common and innovative modalities offered, number of school children, number of schools , number of teachers and decentralized financial resources. It was verified that the innovative modalities were numerically superior to the common modalities and presented a greater diversification of the sports practices; the number of students, schools, and teachers in the games' first stage (inside of the schools) was superior to the third stage (regional), besides increase over the years in both stages; and that the decentralized financial value tended to grow in the historical period analyzed. It is concluded that the JERP presents itself as an opportunity for students to experience different sports modalities, however this opportunity is highlighted only in the first stage. Regarding the decentralized financial resources for the JERP, there seems to be no prior planning regarding the proportion of these resources and the proportion of students participating in this program. We suggest a higher concentration of resources in local rather than state competitions, since the local competitions serve more children and young people and support the modalities diversification and respect to the local sports culture.


Assuntos
Avaliação de Programas e Projetos de Saúde/estatística & dados numéricos , Jogos Recreativos , Educação Física e Treinamento/métodos , Recreação , Corrida/educação , Futebol/educação , Esportes/educação , Natação/educação , Atletismo/educação , Basquetebol/educação , Esportes com Raquete/educação , Artes Marciais/educação , Dança/educação , Recursos Financeiros em Saúde , Voleibol/educação , Esportes Juvenis/educação
8.
J Speech Lang Hear Res ; 62(7): 2411-2424, 2019 07 15.
Artigo em Inglês | MEDLINE | ID: mdl-31251679

RESUMO

Purpose We report a preliminary study that prospectively tests the potential cognitive enhancing effect of foreign language (FL) learning in older adults with no clear signs of cognitive decline beyond what is age typical. Because language learning engages a large brain network that overlaps with the network of cognitive aging, we hypothesized that learning a new language later in life would be beneficial. Method Older adults were randomly assigned to 3 training groups: FL, games, and music appreciation. All were trained predominately by a computer-based program for 6 months, and their cognitive abilities were tested before, immediately after, and 3 months after training. Results FL and games, but not music appreciation, improved overall cognitive abilities that were maintained at 3 months after training. Conclusion This is the 1st randomized control study providing preliminary support for the cognitive benefits of FL learning.


Assuntos
Disfunção Cognitiva/prevenção & controle , Terapia da Linguagem/métodos , Idoso , Atenção/fisiologia , Disfunção Cognitiva/fisiopatologia , Feminino , Jogos Recreativos , Humanos , Masculino , Memória de Curto Prazo/fisiologia , Musicoterapia/métodos , Leitura , Resultado do Tratamento
9.
Mil Med ; 184(11-12): e616-e621, 2019 12 01.
Artigo em Inglês | MEDLINE | ID: mdl-30941408

RESUMO

INTRODUCTION: Surveillance systems have become a valuable tool to capture epidemiological data at multi-sport events, with findings serving to predict and prevent injury, reduce illness, and guide efficient utilization of medical resources. In 2016, the first injury and illness surveillance tool for the Department of Defense (DoD) Warrior Games was established to inform the required medical footprint. The purpose of this paper is to describe the methods and findings from the 2016 DoD Warrior Games surveillance system, which included a database of injuries and illness. MATERIALS AND METHODS: A total of 245 wounded warrior (WW) athletes were followed over 19 days, to include train-up and competition periods, as they competed for their respective teams of Army, Navy, Air Force, Marines, Special Operations, and United Kingdom. Medical personnel recorded injuries and illnesses treated utilizing a standardized surveillance form and data were entered into a daily tracker to examine patterns or areas for prevention. Reports included sex, age, event discipline, previous injury or illness, reason for presentation, and treatment provided. RESULTS: From June 3 to June 21, 2016, 114 individual encounters were recorded on the standard form and entered into the surveillance database. Athletes accounted for 67% of all encounters. Illness accounted for 30.7% of all visits, while injuries accounted for 69.2%. The incident proportion of injuries in athletes was 23.3 injuries per 100 athletes (95% CI 17.6, 30.1) and incident rate of 12.2 injuries per 1000 athlete days. Integrative medicine treatments including acupuncture, osteopathic manipulative treatment (OMT), massage therapy, and gua sha accounted for the largest forms of treatment (31%). CONCLUSIONS: From the surveillance data, staff levels and treatment supplies can be adjusted. In addition an improved surveillance tool can be created. Continuous surveillance is required to provide information on trends in injury and illness to support prevention strategies.


Assuntos
Jogos Recreativos/lesões , Vigilância da População/métodos , Adolescente , Adulto , Traumatismos em Atletas/epidemiologia , Feminino , Humanos , Incidência , Masculino , Estudos Prospectivos , Estados Unidos/epidemiologia , United States Department of Defense/organização & administração , United States Department of Defense/estatística & dados numéricos , Veteranos/psicologia , Veteranos/estatística & dados numéricos
10.
Psychol Addict Behav ; 33(1): 81-90, 2019 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-30614718

RESUMO

Slot machine players refer to a state of absorption that researchers have labeled dark flow. Players become completely occupied by the game and forget everything else (leading to "dark" consequences such as spending more money than intended). We propose that players who experience dark flow have difficulty staying on task in everyday life, but, the reinforcing sights and sounds of slot machines rein in these otherwise wandering minds and induce these flow-like states. We assessed 129 gamblers for mindfulness problems (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), and depressive symptoms (using the Depression Anxiety and Stress Scale). Participants played a slot machine simulator and were periodically interrupted with thought probes to assess whether they were thinking about the game or about something else. After playing, we retrospectively assessed dark flow and positive affect during play. Our key results were that mindfulness problems outside of the gambling context were positively correlated with depression, problem gambling status, and most importantly, dark flow within the gambling context. Dark flow was positively correlated with positive affect during play and the combination of dark flow and depression predicted gambling problems. The picture that emerges is that individuals with mindfulness problems in everyday life find their attention locked in by slot machines inducing dark flow, which in turn leads to a state of positive affect. For depressed players especially, this state may be enjoyable because it provides an escape from the negative mentation linked to depression that characterizes the everyday lives of these troubled players. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Assuntos
Atenção , Comportamento Aditivo/psicologia , Depressão/psicologia , Jogo de Azar/psicologia , Atenção Plena , Adulto , Idoso , Idoso de 80 Anos ou mais , Emoções , Feminino , Jogos Recreativos , Humanos , Masculino , Pessoa de Meia-Idade , Reforço Psicológico , Estudos Retrospectivos , Pensamento , Adulto Jovem
11.
Licere (Online) ; 21(3): 28-56, set.2018. tab
Artigo em Português | LILACS | ID: biblio-916671

RESUMO

Objetivou-se conhecer as atividades promovidas a crianças de um Grupo de Psicologia em um centro de saúde de Florianópolis (SC); oportunizar a vivência de jogos cooperativos e investigar seus desdobramentos na promoção da saúde. Configurou-se como pesquisa de campo, descritivo-exploratória, com abordagem qualitativa, utilizando-se de entrevistas, realizadas após três encontros para vivência dos jogos cooperativos, além da visita a um espaço lúdico interativo. Participaram sete crianças e a profissional responsável pelo grupo. Os resultados apontam a aceitabilidade dos jogos cooperativos pelos investigados, os quais podem possibilitar uma percepção de mudança em seus comportamentos e ações com relação a si mesmas e aos outros. Salienta-se o repensar sobre as estratégias com o "cuidado", promovendo por meio da humanização efetiva, a possibilidade de uma atenção plena, para além das necessidades biológicas.


The current study aim to understand the activities promoted for children of a psychology group in a health center of Florianópolis (SC); offer the experience of cooperative games and investigate the consequences on health promotion. This field research has configured itself as a descriptive-exploratory study with a qualitative approach, using interviews, carried out after three meetings to experience of cooperative games, in addition to a visit in an interactive play area. Participated in this research seven children and the professional responsible for the group. The results indicate the acceptability of cooperative games for the investigated, which can enable a perception of change in their behaviors and actions in relation to themselves and others. In this regard is necessary to rethink about strategies with the "care", which will promote, through the effective humanization, the possibility of a full treatment to supply not only their biological needs.


Assuntos
Humanos , Criança , Jogos e Brinquedos , Esportes , Comportamento Cooperativo , Humanização da Assistência , Jogos Recreativos , Promoção da Saúde , Relações Interpessoais , Atividades de Lazer
12.
Psychol Aging ; 33(5): 814-831, 2018 08.
Artigo em Inglês | MEDLINE | ID: mdl-30091630

RESUMO

There is evidence of mental rotation (MR) abilities responding to training even in older adults, but it is still not clear whether such training would have generalized and maintained effects. The aim of the present study was to examine the specific short- and long-term gains, and any transfer effects, induced by rotation training in healthy older adults. The study involved 43 healthy older adults: 14 practiced with 2 MR tasks, that is, a 3D same/different comparisons task and a Tetris game (the Mental Rotation [MR] group); 15 were trained to use a strategy based on concrete object manipulation and imagery, then practiced with the 2 rotation tasks (Strategy [S] + MR group); and 14 were involved in alternative nonspatial activities (active control group). Transfer and maintenance effects were assessed (after 1 month) using tasks similar to those used in the training (criterion tasks), different spatial tasks (mental rotation and perspective taking tasks) and a fluid intelligence task. The results showed a trend toward an improvement in successive training sessions. The S + MR and MR groups both gained substantially more than the active control group in the short- and long-term, in the criterion tasks and most of the tasks testing transfer effects. The S + MR group showed greater long-term gains than the MR group in most tasks. These findings support a positive effect of rotation training in older adults, particularly when associated with strategy use. (PsycINFO Database Record


Assuntos
Envelhecimento/psicologia , Jogos Recreativos/psicologia , Aprendizagem/fisiologia , Memória de Curto Prazo/fisiologia , Idoso , Feminino , Humanos , Masculino
13.
Enferm. glob ; 17(51): 509-518, jul. 2018. tab
Artigo em Espanhol | IBECS | ID: ibc-173976

RESUMO

Los comportamientos de vida sanos y limpios entre los niños en edad escolar todavía son relativamente bajos, exponiéndolos al riesgo de experimentar problemas de salud en el futuro, como la diarrea. Sin embargo, el período de los niños en edad escolar es el punto de partida para desarrollar comportamientos saludables y se convierte en un objetivo estratégico para mejorar la salud. Los niños en edad escolar están en un período de desarrollo operativo concreto para requerir métodos de educación sanitaria que puedan reflejar experiencias reales e interactivas. El estudio tuvo como objetivo determinar el efecto del sociodrama terapéutico sobre los cambios de comportamiento preventivo de la diarrea en niños en edad escolar (6-12 años). El método de estudio utilizado cuasi experimento pre-post con grupo control que consistió en dos grupos; 38 sujetos fueron como grupos de intervención y 38 sujetos fueron como grupos de control. Muestreo aleatorio multietapa utilizado para determinar el área de investigación y la escuela, mientras que la muestra del sujeto de la investigación utilizó un muestreo aleatorio simple. Los resultados mostraron que el sociodrama terapéutico se realizó significativamente en el conocimiento (valor de p = 0,000), actitud (valor de p = 0,000) y habilidades de prevención de la diarrea (valor de p = 0,001). El sociodrama terapéutico podría aplicarse como un esfuerzo para mejorar el comportamiento preventivo de la diarrea de los niños en edad escolar que podría integrarse en el servicio de enfermería escolar


Healthy and clean living behaviors among school-aged children are still relatively low, exposing them to the risk of experiencing health problems in the future, such as diarrhea. This school-age period is actually the earliest phase in which children can develop healthy behaviors, hence making this phase a strategic target for health improvements. School-aged children are in a period of concrete operational development and they require specific health education methods that can reflect real and interactive experiences. The aim of the study was to determine the effect of therapeutic sociodramatic play on diarrheal preventive behaviors among school-aged children (6-12 years). The study design was a quasi-experimental with pre-and post-tests design, involving 76 school-age children who were divided into intervention group and control group. Multistage random sampling was used to determine the research area and school where the research was conducted, while the research subject was selected using simple random sampling. The results showed that therapeutic sociodramatic play significantly affects knowledge (p value = 0.000), attitudes (p value = 0.000), and diarrheal prevention skills (p value = 0.001). The study recommends that therapeutic sociodramatic play could be applied in an effort to enhance healthy and clean living behaviors and to prevent diarrhea among school-aged children, and it could be integrated into school nursing services


Assuntos
Humanos , Criança , Educação em Saúde/métodos , Diarreia/prevenção & controle , Ludoterapia/métodos , Comportamentos Relacionados com a Saúde , Jogos Recreativos/psicologia , Promoção da Saúde/métodos , Serviços de Saúde Escolar/organização & administração , Indonésia/epidemiologia
14.
Games Health J ; 7(5): 291-301, 2018 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-29957082

RESUMO

OBJECTIVE: The purpose of this study was to systematically review the literature to assess if serious games impact health outcomes for children less than 18 years of age with chronic diseases. Additionally, the impact of self-efficacy, adherence, knowledge, use of theory, parent involvement, and study quality was also examined. MATERIALS AND METHODS: Searches were conducted in databases EBSCO, PubMed, and Web of Science between June and August 2016. Randomized controlled trials using a serious game as an intervention, for participants under 18 years of age, to improve their chronic disease were included. RESULTS: Data were extracted by two independent researchers, including: Title, author, and publication year; chronic disease; game description; number and age of participants; intervention duration; significant findings; parent involvement; theory; and study quality. Any disagreements were tackled and consensus was achieved. Eighteen studies were included in the review. The areas of health addressed included cerebral palsy, asthma, diabetes, developmental coordination disorders, and vision disorders. In these articles, eight health outcome variables were measured, including: lung function, glycemic control, hospital visits, motor proficiency, and visual acuity. Psychosocial variables that were assessed included self-efficacy and knowledge. Two articles included parents in the intervention, and three articles used theory. Six studies had significant health outcome finding, and four studies found a significant change in one psychosocial variable. CONCLUSION: This review demonstrates the potential for games to improve health outcomes of young individuals. However, the mixed results suggest that more serious game interventions need to be better designed and rigorously tested to support their impact on improving health outcomes.


Assuntos
Doença Crônica/psicologia , Jogos Recreativos/psicologia , Ludoterapia/normas , Adolescente , Criança , Pré-Escolar , Doença Crônica/terapia , Humanos , Ludoterapia/instrumentação , Ludoterapia/métodos , Qualidade de Vida/psicologia , Ensaios Clínicos Controlados Aleatórios como Assunto , Autoeficácia
15.
Rev. pesqui. cuid. fundam. (Online) ; 10(3, n. esp): 132-135, jun. 2018.
Artigo em Português | LILACS, BDENF | ID: biblio-905730

RESUMO

Que a conclusão do estudo traga implicações reflexivas sobre a importância e os efeitos da construção e da utilização dos jogos educativopedagógicos, na cognição e interação social dos idosos. Além de confirmar ser uma forma de estimular o desempenho dos integrantes, ampliar o repertório de atividades, melhorar a qualidade de vida e consequentemente promover a saúde e a sua prevenção


Assuntos
Humanos , Masculino , Feminino , Idoso , Jogos Recreativos/psicologia , Saúde do Idoso , Envelhecimento Saudável/psicologia , Ludoterapia/métodos , Ludoterapia/tendências
16.
Eur J Pediatr ; 177(8): 1231-1238, 2018 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-29845514

RESUMO

The most effective intervention model for childhood obesity is known as family-based behavioral group treatments. There are also studies that investigate the effects of educational games for children to gain healthy eating and physical exercise habits. The aim of this study was to compare the efficacy of a family-based group treatment with an educational game (Kaledo) intervention in childhood obesity. Kaledo is a board game that was designed to improve nutritional knowledge and healthy life style habits. It is played with nutrition and activity cards that players can select from, and a total score is calculated in the end of the game according to energy intake and expenditure. Obese children between 9 and 12 ages were involved in this study. Participants randomly divided into behavioral and game intervention groups. Clinical evaluation was performed in the first and second counseling in both groups. Marmara University Family Medicine Department Obese Children and Adolescents Interview Form, Physical Activity Evaluation Form, and Three-day Food Record Form were used for this purpose. Strengths and Difficulties Questionnaire-Parent Report Version and Children's Depression Inventory were used for the assessment of psychiatric symptoms. After the clinical evaluation, an education session about healthy eating and physical activity was attended by both groups. After that, for the behavioral groups, parents and children were assigned to different groups, while for the game intervention group, parents were assigned to behavioral sessions and children were assigned to game (Kaledo) sessions. A total of six sessions with 1-h duration and 2-week interval were performed in both groups. Height and weight were measured in each session and analysis was performed on the data of the children who participated in all of the sessions. Although a total of 108 children were clinically evaluated, 52 children and their parents, 26 in the behavioral group and 26 in the game intervention group, participated in two or more sessions. Twenty-four participants, 12 in behavioral and 12 in the game intervention group, finished the study by participating in all of the six sessions. Thus, dropout rate was 74%. BMI and BMI z-scores decreased in both groups compared with the initial measures and these changes were statistically significant. For the behavioral group, these changes were - 1.01 (25.44 to 24.43, p = 0.03) and - 0.17 (2.07 to 1.90, p = 0.000) and for the game group, - 0.74 (26.98 to 26.24, p = 0.007) and - 0.09 (2.07 to 1.98, p = 0.003). There were no significant differences between behavioral and game intervention groups in point of BMI and BMI z-scores (p = 0.130 and p = 0.706). CONCLUSION: Family-based behavioral group treatment and game (Kaledo) intervention were found to be effective in childhood obesity management in this research. There was no significant difference between the two interventions. According to this study, these intervention models can be advised to primary care physicians to be used in the management of childhood obesity. What is Known: - Family-based behavioral group treatment is known as the most efficient model for childhood obesity management. What is New: - In this study, for the first time, a game (Kaledo) intervention was found to be effective in childhood obesity management. - Compared with family-based behavioral group treatment, there was no significant difference between the two interventions.


Assuntos
Terapia Comportamental/métodos , Terapia Familiar/métodos , Jogos Recreativos/psicologia , Promoção da Saúde/métodos , Obesidade Infantil/terapia , Atenção Primária à Saúde/métodos , Criança , Feminino , Comportamentos Relacionados com a Saúde , Humanos , Masculino , Resultado do Tratamento
17.
Sports Med ; 47(12): 2453-2471, 2017 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-28741186

RESUMO

Although a large body of evidence exists documenting the ergogenic properties of caffeine, most studies have focused on endurance performance. However, findings from endurance sports cannot be generalized to performance in ball games where, apart from having a high level of endurance, successful athletic performances require a combination of physiological, technical and cognitive capabilities. The purpose of this review was to critically evaluate studies that have examined the effect of a single dose of caffeine in isolation on one or more of the following performance measures: total distance, sprint performance, agility, vertical jump performance and accuracy in ball games. Searches of three major databases resulted in 19 studies (invasion games: 13; net-barrier games: 6) that evaluated the acute effects of caffeine on human participants, provided the caffeine dose administered, and included a ball games specific task or simulated match. Improvements in sprint performance were observed in 8 of 10 studies (80%), and vertical jump in 7 of 8 studies (88%). Equivocal results were reported for distance covered, agility and accuracy. Minor side effects were reported in 4 of 19 studies reviewed. Pre-exercise caffeine ingestion between 3.0 and 6.0 mg/kg of body mass appears to be a safe ergogenic aid for athletes in ball games. However, the efficacy of caffeine varies depending on various factors, including, but not limited to, the nature of the game, physical status and caffeine habituation. More research is warranted to clarify the effects of caffeine on performance measures unique to ball games, such as agility and accuracy. It is essential that athletes, coaches and practitioners evaluate the risk-benefit ratio of caffeine ingestion strategies on an individual case-by-case basis.


Assuntos
Desempenho Atlético , Cafeína/farmacologia , Estimulantes do Sistema Nervoso Central/farmacocinética , Substâncias para Melhoria do Desempenho/administração & dosagem , Resistência Física/efeitos dos fármacos , Atletas , Cafeína/administração & dosagem , Estimulantes do Sistema Nervoso Central/administração & dosagem , Suplementos Nutricionais , Jogos Recreativos , Humanos , Músculo Esquelético/efeitos dos fármacos , Substâncias para Melhoria do Desempenho/farmacologia , Esportes
18.
Mot. hum. (En linea) ; 15(2): 96-108, jul.-dic. 2014. ilus
Artigo em Espanhol | LILACS | ID: biblio-831135

RESUMO

En el contexto de la Práctica Pedagógica universitaria, a partir de una convocatoria abierta dirigida a los grupos decimo y once de la Institución Educativa Antonio Ricaurte, ubicado en Belén Rincón/Comuna 16 de Medellín (Una de las más grandes y pobladas de esta ciudad con 193.343 habitantes), se desarrolla una propuesta de intervención pedagógica de tipo IAP; dos practicantes universitarios de licenciatura en educación física y quince jóvenes de ambos sexos asumen el rol de coinvestigadores, exploran, valoran y experimentan prácticas ludocorporales escolarizadas y no escolarizadas que tengan a juicio de los participantes potencial educativo para la formación de una ciudadanía crítica.


In the context of university pedagogical practice, from an open call directed to the tenth and eleventh degree students of the high school from the Educative Institution (E.I) Antonio Ricaurte in Belen Rincon/Commune 16 of Medellin (One of the largest and most populous of the city with 193,343 inhabitants), is developed a proposal of pedagogical intervention of IAP type; two college interns of physical education and fifteen young men and women assume the role of co investigators which explore, appreciate and experience ludic-corporal practices both inside school and also outside school which have educative potential for the formation of a critical citizenship.


Assuntos
Humanos , Ensino/métodos , Jogos Recreativos , Ludoterapia
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