RESUMEN
Game interventions have drawn much attention for their playful features and "painless" promotion of simple game-targeted pro-environmental behaviors (GPEBs), which could spill over to more "costly" prosocial behaviors for pro-environmental causes (PSBPs). The literature places much emphasis on game-targeted mechanisms (e.g., enjoyment and competition) to explain the impacts of game interventions, but pays little attention to non-game-targeted mechanisms to explore their spillover effect. Using online survey data from 1246 Chinese residents, this paper first compares players' and nonplayers' levels of engagement with GPEBs and with two common PSBPs, finding a positive spillover effect from game-targeted simple behaviors to more diverse PSBPs. Based upon goal theory, self-perception theory, and learning theory, the paper then examines the underlying mediating mechanisms of the positive relationship between GPEBs and PSBPs for subsamples of players and nonplayers respectively. The results demonstrate that individual awareness of problem and self-efficacy could be enhanced through engaging in simple GPEBs, which could spill over to more challenging and "costly" PSBPs, including charitable giving and volunteering for pro-environmental causes. The study provides important insights on helping to encourage specific types of more challenging PSBPs not directly targeted by the game.
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Hormigas , Humanos , Animales , Encuestas y Cuestionarios , Conservación de los Recursos Naturales , Juegos Recreacionales/psicologíaRESUMEN
BACKGROUND: Taiwan is an aging society, and the number of people with dementia is rapidly increasing. Due to a decline in cognitive and physical function, older adults with dementia not only gradually lose the ability to complete daily living tasks on their own, but are also at a higher risk of falls and injurious falls. It is important to develop interventions that combine cognitive and exercise training for older adults with dementia to promote or maintain their cognitive and physical functions and reduce their risk of falls. This study aimed to investigate the feasibility and effect of cognitive-based board games and multi-component exercise interventions on cognitive function, physical fitness, and fall risk in older adults with dementia. METHODS: This was a quasi-experimental study with a single-group pretest and post-test design. The study participants were 41 community-dwelling older adults with mild to moderate dementia. They received cognitive-based board games and multi-component exercise interventions once a week for 12 weeks. The interventions included 1 hour of exercise training and 1 hour of cognitive training. Scores for the Taiwan version of the Montreal Cognitive Assessment (MoCA-T), physical fitness, and the St. Thomas Risk Assessment Tool for Falling Elderly Inpatients (STRATIFY) were measured as outcome indicators at baseline and after the 12-week period. RESULTS: The overall MoCA-T score increased significantly (effect sizeâ =â 0.402), with participants with mild dementia showing a greater increase (effect sizeâ =â 0.522) than those with moderate dementia (effect sizeâ =â 0.310). Participants' physical fitness performance improved. Female participants exhibited significant improvements in the 30-second chair stand test (effect sizeâ =â 0.483) and 8-foot up-and-go test (effect sizeâ =â 0.437). The fall risk score decreased by 0.05 points, the change was not significant. CONCLUSION: The cognitive-based board game and multi-component exercise interventions used in this study are beneficial for improving cognitive function and physical fitness in older adults with dementia. These interventions are feasible and suitable for promotion among community-dwelling and institution-dwelling older adults with mild cognitive impairment or dementia to delay the decline in cognitive and physical function.
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Accidentes por Caídas , Demencia , Terapia por Ejercicio , Estudios de Factibilidad , Humanos , Femenino , Masculino , Anciano , Terapia por Ejercicio/métodos , Accidentes por Caídas/prevención & control , Anciano de 80 o más Años , Taiwán , Cognición/fisiología , Aptitud Física/fisiología , Juegos Recreacionales , Vida IndependienteRESUMEN
OBJECTIVE: The objective of this study was to conduct a systematic review to summarize and assess the advancements lately made on the enjoyable impacts of game-based physical education interventions on children and adolescents. Additionally, it attempted to identify the effects and variables influencing the enjoyable outcomes of children and adolescents' engagement in physical education games, through meta-analysis. METHODS: This study involves a comprehensive search of different databases like Web of Science, PubMed, Embase, EBSCOhost, Cochrane, and Scopus. Specific criteria are established for the selection process to make sure the relevant literature included. The quality assessment of the included researches is conducted based on the guidelines outlined in the Cochrane 5.1 handbook. Review Manager 5.3 software is employed to synthesis the effect sizes. Additionally, bias is assessed using funnel plots, and to identify potential sources of heterogeneity, subgroup analyses are performed. RESULTS: A total of 1907 academic papers, out of which 2 articles were identified via other data sources. The present study examined the impact of a pedagogical intervention involving physical education games on the enjoyment experienced by children and adolescents. The results indicated a significant positive effect (MD = 0.53, 95%CI:[0.27,0.79], P < 0.05) of this intervention on enjoyment. Subgroup analyses further revealed that both boys (MD = 0.31, 95%CI:[0.13,0.50], P < 0.05) and girls (MD = 0.28, 95%CI:[0.05,0.51], P < 0.05) experienced increased pleasure compared to traditional physical education. Additionally, children under 12 years of age (MD = 0.41, 95%CI:[0.17,0.64], P < 0.05) benefited from sessions lasting at least 30 minutes or more per session (MD = 0.40, 95%CI:[0.19,0.60], P < 0.05), occurring 1 to 3 times per week (MD = 0.28, 95%CI:[0.16,0.40], P < 0.05), and lasting for more than 3 weeks (MD = 0.81, 95%CI:[0.29,1.34], P < 0.05). These findings suggest that the implementation of physical education games can be an effective approach to teaching this subject. CONCLUSIONS: 1) Interventions using physical games have been shown to yield beneficial outcomes in terms of enhancing the enjoyment experienced by children and adolescents. 2) The effectiveness of treatments aimed at promoting enjoyment among children and adolescents is influenced by several aspects, including gender, age, duration and frequency of physical activity, as well as the specific cycle of activity used.
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Educación y Entrenamiento Físico , Humanos , Adolescente , Niño , Educación y Entrenamiento Físico/métodos , Placer , Masculino , Evaluación de Programas y Proyectos de Salud , Juegos Recreacionales/psicología , FemeninoRESUMEN
OBJECTIVE: Among college students, student-athletes are at increased risk for heavy alcohol consumption, participation in risky drinking practices (e.g., playing drinking games [DG]), and adverse alcohol-related consequences relative to non-student-athletes. Within the student-athlete population, level of sports participation (e.g., recreational or varsity sports) can affect alcohol use behaviors and consequences, but our understanding of the extent to which level of sports participation influences engagement in DG is limited. Thus, in the present study, we examined differences in frequency of participation in DG, typical drink consumption while playing DG, negative DG consequences, and motives for playing DG among varsity, recreational, and non-student-athletes. METHOD: College students (n = 7,901 across 12 U.S. colleges/universities) completed questionnaires on alcohol use attitudes, behaviors, and consequences. RESULTS: Student-athletes (recreational or varsity sports) were more likely to have participated in DG within the past month than non-student-athletes. Among students who reported past-month DG play, recreational athletes played more often and endorsed more enhancement/thrills motives for playing DG than non-student-athletes, and student-athletes (recreational or varsity) endorsed higher levels of competition motives for playing DG than non-student-athletes. CONCLUSIONS: These findings shed light on some risky drinking patterns and motives of recreational athletes who are often overlooked and under-resourced in health research and clinical practice. Recreational and varsity student-athletes could benefit from alcohol screening and prevention efforts, which can include provision of competitive and alcohol-free social activities and promotion of alcohol protective behavioral strategies to help reduce recreational athletes' risk for harm while playing DG.
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Consumo de Alcohol en la Universidad , Atletas , Motivación , Estudiantes , Humanos , Masculino , Femenino , Atletas/psicología , Atletas/estadística & datos numéricos , Adulto Joven , Universidades , Estudiantes/psicología , Estudiantes/estadística & datos numéricos , Consumo de Alcohol en la Universidad/psicología , Consumo de Bebidas Alcohólicas/epidemiología , Consumo de Bebidas Alcohólicas/psicología , Adolescente , Encuestas y Cuestionarios , Asunción de Riesgos , Deportes/psicología , Juegos Recreacionales/psicología , AdultoRESUMEN
Along with our country economy level of ascension, the national in the premise of meet the basic needs of life, concern for personal health improved significantly, the leisure sports service as an important indicator of present social civilization, the public satisfaction through ascension leisure sports service can not only reflect the government service level, can also accelerate the process of modernization and social development. However the leisure sports service in most regions due to the lack of service facilities and service quality cause the overall service level is not high. This paper for the analysis of leisure sports public service satisfaction, the fuzzy evaluation method is adopted in the construction of leisure sports service satisfaction evaluation indexes: environment, games, facilities experience, social value, on the basis of experience, the health of body and mind experience, constructs the comprehensive rating system of leisure sports service satisfaction, to determine theweights of every index. Then combined with the analytic hierarchy process (ahp), based on the leisure sports service satisfaction evaluation model, for the leisure sports service public satisfaction evaluation, through the example analysis of xx city, comprehensive evaluation of leisure sports service and more effective optimization scheme is put forward (AU)
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Humanos , Deportes , Centros de Ocio y Convivencia , Juegos Recreacionales , Satisfacción Personal , Comportamiento del ConsumidorRESUMEN
Childhood is a stage of rapid psychological development, movement and psychological development are inseparable. At this stage, games are the main form of activity for children which play a dominant role in promoting children's psychological development. By implementing parent-child sports game intervention activities, children can prevent psychological disorders or behavioural problems, help them better adapt to social life, and make more effective contributions to society and humanity. Therefore, current research aimed to check the impact of parent-child sports games on children's psychological development. For this purpose, survey subjects were 50 students from large class of kindergarten A and 50 students from the large class of kindergarten B. An experimental research design was applied by using control and experimental group. The findings that the experimental group showed significant improvements in cognitive ability, emotional stability, willpower, and personality shaping compared to the control group. Moreover, their social adaptability was notably higher, fostering smoother communication and harmonious interpersonal relationships. The findings highlight the importance of early engagement in sports game activities to promote psychological health and resilience in preschool children, emphasizing the need for integrating such activities into early childhood education and parental involvement programs. The research also explored a new research area for further research.(AU)
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Humanos , Masculino , Femenino , Preescolar , Niño , Deportes , Psicología del Deporte , Desarrollo Infantil , Salud Infantil , Juego e Implementos de Juego/psicología , Juegos RecreacionalesRESUMEN
The teaching principle of "music teaching" is implemented to facilitate children's learning through play and behaviour. During classroom instruction, teachers should appropriately incorporate sports competitions to foster students' interest in sports, ensure their active participation, and facilitate the development of their athletic abilities. During the primary school stage, students experience rapid development in their physical and mental attributes. The author administered oral and written English assessments to randomly selected classes from Grade 3 to Grade 6 at South Road Primary School, which is affiliated with A University. The author selected students who scored below 60 for the attention QPT test in each grade. From this group, we selected 10 students with low, average, and high attention levels. This resulted in a total of 30 students in each grade forming the control class. We compared the QPT scores between the 30 individuals in the experimental group and the 30 individuals in the control group. The experimental class and the control class exhibited a notable disparity in academic performance across grades 3 to 6. The implementation of experimental teaching resulted in significant improvements in the attention QPT scores of both the upper and lower grades in the experimental class. The study demonstrates that sustained adherence to teaching children English through sports games can effectively enhance their attention levels. Furthermore, implementing sports game teaching aligns with children's psychological characteristics and significantly enhances their performance in English learning.(AU)
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Humanos , Masculino , Femenino , Niño , Desarrollo Infantil , Salud Infantil , Deportes , Juegos Recreacionales , Aprendizaje , LingüísticaRESUMEN
OBJECTIVE: To map existing studies on the development of games for refugees, identifying the developed games, characteristics and possible application to health care. METHOD: A scoping review study, carried out in July 2022, using the MEDLINE® (Medical Literature Analysis and Retrieval System Online), CINAHL® (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, Scopus, SciELO (Scientific Electronic Library Online), Psychology and Behavioral Sciences Collection, Cochrane Central Register of Controlled Trials databases. RESULTS: 8 studies were identified, with 8 different types of games published between 2016 and 2022. The characteristics of the games found essentially fall on their use to increase empathy towards refugees. CONCLUSION: This study identifies opportunities to strengthen the current body of knowledge in nursing, using games as ways of welcoming, training and integrating populations in situations of social vulnerability in which refugees find themselves.
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Juegos Recreacionales , Refugiados , Humanos , Refugiados/psicología , Empatía , Poblaciones VulnerablesRESUMEN
Objective: This study sought to investigate brain responses to positive and negative events in individuals with internet gaming disorder (IGD) during real gaming as a direct assessment of the neural features of IGD. This investigation reflects the neural deficits in individuals with IGD while playing games, providing direct and effective targets for prevention and treatment of IGD. Methods: Thirty subjects with IGD and fifty-two matched recreational game use (RGU) subjects were scanned while playing an online game. Abnormal brain activities during positive and negative events were detected using a general linear model. Functional connectivity (FC) and correlation analyses between neural features and addiction severity were conducted to provide additional support for the underlying neural features. Results: Compared to the RGU subjects, the IGD subjects exhibited decreased activation in the dorsolateral prefrontal cortex (DLPFC) during positive events and decreased activation in the middle frontal gyrus (MFG), precentral gyrus and postcentral gyrus during negative events. Decreased FC between the DLPFC and putamen during positive events and between the MFG and amygdala during negative events were observed among the IGD subjects. Neural features and addiction severity were significantly correlated. Conclusions: Individuals with IGD exhibited deficits in regulating game craving, maladaptive habitual gaming behaviors and negative emotions when experiencing positive and negative events during real game-playing compared to RGU gamers. These abnormalities in neural substrates during real gaming provide direct evidence for explaining why individuals with IGD uncontrollably and continuously engage in game playing, despite negative consequences.
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Conducta Adictiva , Juegos de Video , Humanos , Mapeo Encefálico , Trastorno de Adicción a Internet , Juegos de Video/psicología , Encéfalo/diagnóstico por imagen , Juegos Recreacionales/psicología , Imagen por Resonancia Magnética , InternetRESUMEN
This study examined the physical and physiological demands and perceived experience of a multicomponent exercise mode, recreational team handball (TH), for middle-aged/elderly men and women, played as same- vs. mixed-gender 6v6 game formats. Matches' heart rate (HR), blood lactate (BL), perceived experience, activity profile, player load and accelerometer variables were assessed. Forty-one participants, with at least 12 weeks of experience with recreational TH (22 men; 69±4 years, 19 women; 66±6 years), performed 2 same- and 2 mixed-gender matches on an indoor 40x20 m TH court. A game format-by-gender interaction was observed for mean HR (%HRmax), time spent Ë80 and Ë90%HRmax, respiratory rating of perceived exertion and for several of the external load variables (p≤0.05). During mixed-gender matches, time spent Ë80 and Ë90%HRmax, was higher for women vs. men (p≤0.017). During same- and mixed-gender matches, BL was lower for women than men (p≤0.015). Time spent Ë90%HRmax was lower for women (p = 0.036), whereas time spent Ë80%HRmax was higher for men during same- vs. mixed-gender matches (p = 0.034). The frequency, %total match time and distance covered with high-demanding movements were higher for men during same-gender than during mixed-gender matches (p≤0.036), and higher for men vs. women in same- and mixed-gender matches (p≤0.046). The frequency of high-intensity actions, accelerations, time spent in the higher player load zones and total accumulated player load, were higher for men vs. women during same- and mixed-gender matches (p≤0.044). Fun levels were very high (9.1-9.3 AU, 0-10). Mixed-gender small-sided recreational TH games are physiologically more demanding for middle-aged/elderly women compared to men. Men showed higher cardiovascular and activity profile demands when playing same-gender matches, which was opposite to women. Nevertheless, TH is a high-intensity and motivating exercise mode for both genders, regardless the gender game format, meaning that exercise interventions may use same- and mixed-gender matches to promote participants' health.
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Rendimiento Atlético , Persona de Mediana Edad , Humanos , Femenino , Masculino , Anciano , Rendimiento Atlético/fisiología , Ejercicio Físico , Frecuencia Cardíaca/fisiología , Estudios de Tiempo y Movimiento , Juegos RecreacionalesRESUMEN
Currently, six instruments have been developed using the 11th revision of the International Classification of Diseases (ICD-11) criteria for Gaming Disorder (GD). Two of these are the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). The present study validated both the GDT and GADIS-A among a large sample of Chinese emerging adults. Via an online survey, 3381 participants (56.6% females; mean age = 19.56 years) completed the Chinese versions of the GDT, GADIS-A, Internet Gaming Disorder-Short Form (IGDS9-SF), and Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis was used to examine the factor structure of the Chinese GDT and GADIS-A. Pearson correlations were computed to examine the convergent validity (with IGDS9-SF) and divergent validity (with BSMAS) of the Chinese GDT and Chinese GADIS-A. The GDT had a unidimensional structure, which was invariant across sex and disordered gaming severity subgroups. The GADIS-A had a two-factor structure, which was also invariant across gender and gaming severity subgroups. Both the GDT and GADIS-A had significant associations with both IGDS9-SF and with BSMAS. Both the Chinese GDT and GADIS-A are valid instruments to assess GD among emerging adults in mainland China, enabling healthcare providers to adopt these tools in their efforts to prevent and examine GD severity among Chinese youth.
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Conducta Adictiva , Juegos Recreacionales , Escalas de Valoración Psiquiátrica , Humanos , Adolescente , Psicometría , Masculino , Femenino , Adulto Joven , Adulto , Trastorno de Adicción a Internet , Conducta Adictiva/diagnóstico , China , Lenguaje , Juegos de VideoRESUMEN
Previous research has suggested that brief protocols based on acceptance and commitment therapy (ACT) are efficacious in improving elite chess players' performance without clinical problems. These promising results warranted the examination of the effect of longer ACT interventions with chess players suffering from emotional difficulties. This study advances in this direction by presenting two case studies of elite chess players experiencing anxiety disorders. Each participant was matched to a control participant with similar characteristics. The ACT interventions were conducted in 5 sessions and with occasional follow-ups during the following year. The primary dependent variable was an objective measure of chess performance (ELO Performance). Data analysis was conducted using the JZS+AR Bayesian hypothesis testing for single-case designs and the nonparametric Tau-U statistic. Control participants did not significantly improve their chess performance during the follow-up, but chess players who received the intervention showed significant increases in their performance. Both treated participants experienced clinically significant reductions in symptomatology and improved valued living after the intervention. This study provides empirical evidence regarding the potential benefit of applying ACT to improve chess performance in players with clinical problems (AU)
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Humanos , Juegos Recreacionales/psicología , Trastornos de Ansiedad/psicología , Trastornos de Ansiedad/terapia , Terapia de Aceptación y Compromiso/métodos , Resultado del TratamientoRESUMEN
Asia has become a leader in international sports championships, which justifies a greater emphasis on the region's sporting achievements. However, different economic, political, and social elements influence the region's performance since deteriorating social or economic systems can harm performance. This study examined the impact of social factors on the international athletic performance of Asian nations. To do so, we analyzed the effect of health expenditure, education expenditure, and development on sports performance from 1961 to 2018 while adjusting for gross domestic product and population growth. The data was evaluated using VAR, and the study's conclusions demonstrated a considerable correlation between social growth and national sporting performance. The paper includes recommendations for further research and consequences for the government and policymakers.(AU)
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Humanos , Rendimiento Atlético , Gastos en Salud , Cambio Social , Atletismo , Juegos Recreacionales , Asia , Psicología del DeporteRESUMEN
INTRODUÇÃO: Relatar a percepção familiar e/ou do acompanhante em relação à importância da utilização do brincar como recurso no tratamento fisioterapêutico de crianças hospitalizadas. MÉTODOS: Trata-se de um estudo descritivo de corte transversal. A população do estudo foi composta por acompanhantes das crianças admitidas na Enfermaria Pediátrica do Hospital Geral Roberto Santos e em acompanhamento fisioterapêutico. Foram coletados dados secundários para confirmação do tempo de início do atendimento com a equipe de Fisioterapia e dados primários por meio da aplicação de formulário no período de abril a junho de 2022. O instrumento foi composto por blocos de questões sociodemográficas, atividades sociais da criança anteriormente à hospitalização, comportamento da criança durante a hospitalização. Outrossim, aderência/aceitação ao tratamento, reação emocional e interesse durante e após intervenção utilizando o brincar. RESULTADOS: Foram entrevistados um total de 37 acompanhantes. Em relação às características sociodemográficas das crianças, 64,9% foram do sexo masculino e a idade de maior frequência foi entre dois a cinco anos. No que se caracteriza o humor da criança perante a hospitalização, antes da intervenção 81,1% relataram choro e 64,9% medo. Por fim, 59,5% dos acompanhantes salientaram ótima aderência/aceitação, 75,7% mencionaram melhora do humor, além de 83,8% classificarem como ótimo o interesse e a interação da criança. CONSIDERAÇÕES FINAIS: Constatouse, com base na percepção dos acompanhantes, que o brincar como ferramenta coadjuvante das condutas fisioterapêuticas na enfermaria pediátrica é importante no tratamento da criança hospitalizada, pois melhora o humor, a aceitação, interação/ interesse durante e depois intervenção, o que torna o cuidado mais integral e humanizado.
INTRODUCTION: To report the family and/or companion's point of view regarding the importance of using play as a resource in the physiotherapeutic treatment of hospitalized children. METHODS: This is a descriptive cross-sectional study. The study population consisted of caregivers of children admitted to the Pediatric Ward of the Hospital Geral Roberto Santos and undergoing physiotherapeutic follow-up. Secondary data were collected to confirm the start time of care with the Physiotherapy team and primary data through the application of a form from April to June 2022. The instrument was composed of blocks of sociodemographic questions, social activities of the child previously hospitalization, child's behavior during hospitalization. Furthermore, adherence/acceptance to treatment, emotional reaction and interest during and after intervention using play. RESULTS: A total of 37 companions were interviewed. Regarding the sociodemographic characteristics of the children, 64.9% were male and the most frequent age was between two and five years. In what characterizes the child's mood before the hospitalization before the intervention, 81.1% reported crying and 64.9% fear. Finally, 59.5% of the companions highlighted excellent adherence/ acceptance, 75.7% mentioned improvement in mood, in addition to 83.8% classifying the child's interest and interaction as excellent. FINAL CONSIDERATIONS: It was found, based on the perspective of the companions, that playing as a supporting tool of physiotherapeutic conducts in the pediatric ward is important in the treatment of hospitalized children, as it improves mood, acceptance, interaction/interest during and after the intervention, which makes care more comprehensive and humanized.
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Niño Hospitalizado , Modalidades de Fisioterapia , Juegos RecreacionalesRESUMEN
Mahjong is one of the most popular Chinese tile games played in Japan. Mahjong-related seizures (MRS) are rare praxis-induced seizures. We identified three patients with MRS from February 2000 to February 2021. All cases were men, with a middle-age onset, generalized convulsive seizures, and lack of non-provoked, myoclonic, and absence seizures. All patients had no or non-specific neuroimaging or electroencephalogram abnormalities. They did not have features linked to idiopathic generalized epilepsy. All patients were seizure-free after behavioral adjustments, although one patient required anti-seizure medication and avoided long duration games. These changes may help other patients with MRS continue playing Mahjong.
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Epilepsia Generalizada , Juegos Recreacionales , Femenino , Humanos , Masculino , Persona de Mediana Edad , Pueblos del Este de Asia , Electroencefalografía , Epilepsia Generalizada/diagnóstico , Epilepsia Generalizada/tratamiento farmacológico , Epilepsia Generalizada/etiología , Japón , Convulsiones/etiología , Factores de Tiempo , Juegos Recreacionales/lesiones , Juegos Recreacionales/psicologíaRESUMEN
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)
Asunto(s)
Humanos , Masculino , Femenino , Juego e Implementos de Juego , Ludoterapia , Instituciones Académicas , Escolaridad , Personalidad , Aptitud , Psicología , Psicología Educacional , Calidad de Vida , Servicios de Salud Escolar , Medio Social , Percepción Social , Deportes , Análisis y Desempeño de Tareas , Enseñanza , Temperamento , Estudios de Tiempo y Movimiento , Rendimiento Escolar Bajo , Timidez , Simbolismo , Adaptación Psicológica , Ejercicio Físico , Actitud , Familia , Defensa del Niño , Cuidado del Niño , Orientación Infantil , Protección a la Infancia , Salud Mental , Negociación , Entrevista , Animación , Película y Video Educativos , Manifestaciones Neuroconductuales , Dibujo , Creatividad , Cultura , Confianza , Crecimiento y Desarrollo , Ego , Empatía , Estudios de Evaluación como Asunto , Conducta Exploratoria , Fantasía , Baño de Sol , Placer , Conducta Sedentaria , Función Ejecutiva , Habilidades Sociales , Aprendizaje Espacial , Juegos Recreacionales , Maestros , Prácticas Interdisciplinarias , Libertad , Frustación , Solidaridad , Interacción Social , Felicidad , Pasatiempos , Salud Holística , Imaginación , Individualidad , Inteligencia , Liderazgo , Actividades Recreativas , Memoria , Procesos Mentales , Motivación , Destreza Motora , Movimiento , Música , Comunicación no VerbalRESUMEN
Apesar das crescentes investigações sobre uso de telas na infância, essa é uma temática complexa e ainda recente, que traz diversos desafios para pesquisadores e cuidadores. Comunidades virtuais em redes sociais são utilizadas por mães e pais para esclarecer dúvidas e receber conselhos acerca da parentalidade e saúde infantil, podendo, simultaneamente, assumir uma função prescritiva e normativa quanto ao seu modo de agir. Sendo assim, este artigo pretende compreender como o uso de telas na infância vem sendo abordado por especialistas em grupos de mães e pais no Facebook. Foi realizado um estudo qualitativo envolvendo 49 postagens de especialistas, sobretudo psicólogos e educadores, extraídas de cinco grupos públicos de mães e pais nessa rede social. Os textos das publicações foram verificados por meio de análise temática e discutidos com base no referencial teórico psicanalítico. Os resultados mostraram que os especialistas destacam os possíveis prejuízos do uso de telas na infância, além de fornecer orientações aos pais sobre como lidar com sua presença no cotidiano das crianças e de suas famílias. Concluiu-se que apesar dos grupos de cuidadores no Facebook serem uma ferramenta de divulgação de informações acerca do uso de telas na infância, cabe não naturalizar a presença de especialistas nesses espaços virtuais criados por pais e mães, interpondo-se nos saberes e nas trocas horizontalizadas entre os cuidadores.(AU)
Although investigations on the use of screens in childhood are increasing, this is a complex and recent topic, which poses several challenges for researchers and caregivers. Virtual communities in social networks are used by mothers and fathers to clarify doubts and receive advice regarding parenting and child health, at times, simultaneously, assuming a prescriptive and normative role on their way of acting. Therefore, this study aimed to understand how the use of screens in childhood has been approached by experts in groups of mothers and fathers on Facebook. A qualitative study was carried out involving 49 posts from specialists, mainly psychologists and educators, extracted from five public groups of mothers and fathers in this social network. The publications' texts were verified via thematic analysis and discussed based on the psychoanalytical theoretical framework. The results showed that experts highlight the possible damage of the use of screens in childhood, in addition to providing guidance to parents on how to deal with the presence of digital technology in the daily lives of children and families. It was concluded that, although caregivers' groups on Facebook are a tool for disseminating information about the use of screens in childhood, it is important not to naturalize the presence of specialists in these virtual spaces created by fathers and mothers, interposing in the horizontally interchanges that occur between the caregivers.(AU)
A pesar de las crecientes investigaciones sobre el uso de pantallas en la infancia, este es un tema complejo y aún reciente, que plantea varios desafíos para investigadores y cuidadores. Las comunidades virtuales en las redes sociales son utilizadas por madres y padres para aclarar dudas y recibir consejos sobre educación y salud infantil, pudiendo, al mismo tiempo, asumir un rol prescriptivo y normativo sobre su forma de actuar. Por lo tanto, este estudio tuvo como objetivo comprender cómo el uso de las pantallas en la infancia ha sido abordado por especialistas en grupos de madres y padres en Facebook. Se realizó un estudio cualitativo a partir de 49 publicaciones de especialistas, principalmente de psicólogos y educadores, extraídas de cinco grupos públicos de madres y padres en esta red social. Se realizó en los textos de las publicaciones un análisis temático y se utilizó el marco teórico psicoanalítico. Los resultados mostraron que los expertos destacan posibles daños que provoca el uso de pantallas en la infancia, además de orientar a los padres sobre cómo afrontar esta presencia de la tecnología digital en el día a día de los niños y sus familias. Se concluyó que, a pesar de que los grupos de cuidadores en Facebook son una herramienta de difusión de información sobre el uso de pantallas en la infancia, es importante no naturalizar la presencia de especialistas en estos espacios virtuales creados por padres y madres que se interpone entre los saberes e intercambios horizontales de los cuidadores.(AU)
Asunto(s)
Humanos , Masculino , Femenino , Psicoanálisis , Niño , Red Social , Ansiedad , Relaciones Padres-Hijo , Pediatría , Desarrollo de la Personalidad , Trastornos de la Personalidad , Juego e Implementos de Juego , Psicología , Psicología Educacional , Aspiraciones Psicológicas , Trastorno por Déficit de Atención con Hiperactividad , Instituciones Académicas , Trastorno Autístico , Sueño , Logro , Cambio Social , Aislamiento Social , Socialización , Deportes , Estrés Fisiológico , Tecnología , Televisión , Pensamiento , Conducta y Mecanismos de Conducta , Terapia Conductista , Libros Ilustrados , Neurociencias , Aflicción , Ejercicio Físico , Conducta Infantil , Cuidado del Niño , Desarrollo Infantil , Orientación Infantil , Servicios de Salud del Niño , Crianza del Niño , Protección a la Infancia , Salud Mental , Salud Infantil , Responsabilidad Parental , Negociación , Cuidadores , Personal de Salud , Cognición , Comunicación , Intervención Educativa Precoz , Juegos de Video , Internet , Creatividad , Afecto , Valores Limites del Umbral , Características Culturales , Cibernética , Síndrome Metabólico , Desarrollo Moral , Teléfono Celular , Depresión , Diabetes Mellitus , Escolaridad , Emociones , Acogimiento , Estudios Poblacionales en Salud Pública , Sobrepeso , Nutrición del Niño , Insuficiencia de Crecimiento , Fantasía , Baño de Sol , Inteligencia Emocional , Conducta Sedentaria , Medios Audiovisuales , Obesidad Infantil , Aplicaciones Móviles , Habilidades Sociales , Coraje , Factores Sociológicos , Ajuste Emocional , Alfabetización , Trastornos del Neurodesarrollo , Trastorno de Fluidez de Inicio en la Infancia , Juegos Recreacionales , Uso del Teléfono Celular , Frustación , Trastorno de Adicción a Internet , Interacción Social , COVID-19 , Adicción a la Tecnología , Felicidad , Desamparo Adquirido , Pasatiempos , Maternidades , Hipertensión , Imaginación , Individualidad , Trastornos del Inicio y del Mantenimiento del Sueño , Trastornos del Desarrollo del Lenguaje , Aprendizaje , Discapacidades para el Aprendizaje , Actividades Recreativas , Estilo de Vida , Relaciones Madre-Hijo , Actividad Motora , Comunicación no VerbalRESUMEN
Con una fuerte impronta inclusiva, se presenta la co-creación de ludotecas virtuales modelizadas de acuerdo con la edad de sus participantes, vulnerabilidad, lugar de pertenencia, posibilidades de conectividad y diversidad en la formación de sus coordinadores, con encuadres específicos. Sus dos ejes centrales fueron: propiciar encuentros cara a cara en tiempos simultáneos y promover el juego libre. El equipo de trabajo pone en relevancia aportes provenientes de la relación intra e intergeneracional.(AU)
With a strong inclusive approach, we present the co-creation of virtual play centres modelled according to the age of their participants, vulnerability, place of belonging, connectivity possibilities, and diversity in the training of their coordinators, with specific frameworks. Its two central axes were: fostering face-to-face meetings at simultaneous times and promoting free play. The work team highlights contributions coming from intra and intergenerational relationships.(AU)
Amb una forta empremta inclusiva, es presenta la cocreació de ludoteques virtuals modelitzades d'acord amb l'edat dels participants, vulnerabilitat, lloc de pertinença, possibilitats de connectivitat i diversitat en la formació dels seus coordinadors, amb enquadraments específics. Els seus dos eixos centrals van ser: propiciar trobades cara a cara en temps simultanis i promoure el joc lliure. L'equip de treball posa en relleu aportacions provinents de la relació intra i intergeneracional.(AU)
Asunto(s)
Humanos , Masculino , Femenino , Niño , Pandemias , Infecciones por Coronavirus/epidemiología , Bibliotecas , Juego e Implementos de Juego , Juegos RecreacionalesRESUMEN
The game of chess offers a conducive setting to explore basic cognitive processes, including decision-making. The game exercises analytical cause-and-effect thinking skills regardless of the level of play. Moreover, chess portals provide information on the chess games played and serve as a vast database. The numbers of games played thus have the potential to be analyzed comprehensively, including for purposes other than analyzing chess matches only. The primary objective of this study is to develop a methodology for using information obtained from chess games for geospatial social analysis. The assumption is that the methodology will allow for general geographical variation in personality inference in the future, relying on big data from chess databases. Future large-scale studies of the geographical differentiation of personality traits using the developed methodology may be applicable in a number of ways. The results can be used wherever cross-sectional social analyses are needed in the context of personality traits (decision-making) to better understand their geographical background. In turn, the geographical distribution of these traits is accompanied by a range of important social, educational, health, political and economic implications.