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1.
JMIR Form Res ; 8: e54214, 2024 Apr 15.
Artigo em Inglês | MEDLINE | ID: mdl-38619865

RESUMO

BACKGROUND: Although comprehensive lifestyle habits are crucial for healthy aging, their adherence tends to decline as individuals grow older. Sustaining a healthy life over time poses a motivational challenge. Some digital tools, such as smartphone apps aimed at promoting healthy habits, have been used to counteract this decline. However, a more profound investigation is necessary into the diverse experiences of users, particularly when it concerns older adults or those who are unfamiliar with information and communications technologies. OBJECTIVE: We aimed to develop a mobile app focused on promoting the health of older adults based on the principles of software engineering and a user-centered design. The project respected all ethical guidelines and involved the participation of older adults at various stages of the development of the app. METHODS: This study used a mixed methods approach, combining both quantitative and qualitative methodologies for data collection. The study was conducted in Ribeirão Prêto, São Paulo, Brazil, and involved 20 older adults of both genders who were aged ≥60 years and enrolled in the Physical Education Program for the Elderly at the University of São Paulo. The research unfolded in multiple phases, encompassing the development and refinement of the app with active engagement from the participants. RESULTS: A total of 20 participants used a mobile health app with an average age of 64.8 (SD 2.7) years. Most participants had a high school education, middle-class status, and varying health literacy (mean score 73.55, SD 26.70). Overall, 90% (18/20) of the participants owned smartphones. However, 20% (4/20) of the participants faced installation challenges and 30% (6/20) struggled with web-based searches. The focus groups assessed app usability and satisfaction. Adjustments increased satisfaction scores significantly (Suitability Assessment of Materials: 34.89% to 70.65%; System Usability Scale: 71.23 to 87.14). Participant feedback emphasized font size, navigation, visual feedback, and personalization, and suggestions included health device integration, social interaction, and in-app communication support. CONCLUSIONS: This study contributes to the development of health care technologies tailored to the older adult population, considering their specific needs. It is anticipated that the resulting app will serve as a valuable tool for promoting healthy habits and enhancing the quality of life for older adults.

2.
Artigo em Inglês | MEDLINE | ID: mdl-36554756

RESUMO

The growing problem of mental health in the university population, as a consequence of the COVID-19 pandemic, has generated the need to consider positive variables to address this situation. Life satisfaction and academic engagement are two constructs that emerge as conceptual tools oriented in this direction. The present study sought to describe the effect of academic engagement on life satisfaction in a sample of Chilean university students. A cross-sectional co-relational design was used. A total of 370 university students participated, 72.4% female and 27.6% male, aged beitive effect of engagement on life satisfaction was demonstrated, where the dimensions vigor (ß = 0.462; p < 0.01) and dedication (ß = 0.465; p < 0.01) acted as significant predictors (χ2 = 87.077, gl = 32, p < 0.01; χ2/gl = 2.721; CFI = 975; TLI = 0.964; RMSEA = 0.068). The proposed model showed factorial invariance according to sex. The usefulness of employing these constructs as a way to manage the well-being and mental health of students in university institutions is discussed.


Assuntos
COVID-19 , Pandemias , Idoso , Feminino , Humanos , Masculino , Chile , COVID-19/epidemiologia , Estudos Transversais , Satisfação Pessoal , Estudantes/psicologia , Universidades
3.
F1000Res ; 11: 241, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-37125021

RESUMO

Background: The measures taken to contain the COVID-19 pandemic, led to significant changes in university education, resulting in the new normal standard of virtual teaching in many undergraduate medical schools worldwide. Therefore, the aim of this paper was to determine the factors related to academic satisfaction with virtual teaching in medical students during the COVID-19 pandemic. Methods: A cross-sectional-analytical study was conducted on medical students at a private university in Peru, through self-reported questionnaires divided into sociodemographic data and variables of interest that could influence academic satisfaction during the pandemic. To evaluate possible factors related to academic satisfaction, stepwise regression models were performed for both sexes. Results: In total, data from 310 medical students, 117 males and 193 females, were analyzed. Academic satisfaction reached a score of 11.2 ± 2.9, which was similar in both sexes. The best regression model for males (AIC: 544.32; RMSE: 2.42; R 2: 0.30) showed that adaptation to university life (favorable change) and depression (unfavorable change) explained 30% of changes in students' academic satisfaction. While in females (AIC: 907.59; RMSE: 2.49; R 2: 0.22) the model integrated favorable factors such as adjustment to college life and anxiety; while depression and poor sleep quality were unfavorable factors. Conclusion: Factors that contributed to academic satisfaction in medical students were determined in this study, which differed by gender. Thus, it is important to take into account the particularities of male and female medical students in order to improve their academic satisfaction during their university careers.

4.
Entramado ; 17(1): 44-68, ene.-jun. 2021. tab, graf
Artigo em Espanhol | LILACS-Express | LILACS | ID: biblio-1249774

RESUMO

RESUMEN La Gobernanza Inteligente o participación ciudadana en el gobierno de las ciudades, es una de las dimensiones clave para considerar una ciudad como inteligente, y los portales de Gobierno En Línea han sido un medio para que esa participación se dé; sin embargo, dicha colaboración requiere de otro factor importante como lo es, la Gente Inteligente, representada en el capital social y humano existente en la ciudad o el tejido social. En esta investigación, se propone un modelo estadístico de regresión logística para la creación de dicho tejido social, con base en las competencias ciudadanas y digitales desarrolladas en las comunidades, mediante estrategias de aprendizaje permanente. El método científico soporta esta propuesta, desde la identificación del problema, el planteamiento de la solución a través del uso del modelo, la recolección de datos teniendo como muestra poblacional una comunidad de personas con discapacidad cognitiva de la Fundación FANDIC de la ciudad de Bucaramanga, Colombia y la interpretación de los resultados que sugieren la existencia de una ecuación para predecir la probabilidad de que un individuo, después de participar en un programa educativo diseñado de forma adaptativa desde la filosofía del aprendizaje permanente, forme parte de un tejido social competente. CLASIFICACIÓN: JEL 12, 13


ABSTRACT The Intelligent Governance or citizen participation in the government of the cities, is one of the key dimensions to consider a city as intelligent, and the portals of Online Government have been a means so that participation occurs; nevertheless, this collaboration requires of another important factor as it is, the Intelligent People, represented in the social and human capital existing in the city or the social weave. This research proposes a statistical model of logistic regression to support social weaving, based on the citizen and digital competencies developed in the communities, through lifelong learning strategies. The scientific method supports this proposal, from the identification of the problem, the proposal of the solution through the use of the model, the collection of data having as population sample a community of people with cognitive disability of the FANDIC Foundation of the city of Bucaramanga, Colombia and the interpretation of the results that suggests the existence of an equation to predict the probability that an individual, after participating in an educational program designed in an adaptive way from the philosophy of lifelong learning, is part of a competent social weaving. JEL CLASSIFICATION: 12, 13


RESUMO A governação inteligente ou a participação dos cidadãos no governo das cidades, é uma das dimensões chave para considerar uma cidade como inteligente, e os portais do Governo Online têm sido um meio para que essa participação seja dada; contudo, tal colaboração requer outro factor importante como é, as Pessoas Inteligentes, representadas no capital social e humano existente na cidade ou no tecido social. Nesta investigação, é proposto um modelo estatístico de regressão logística para a criação deste tecido social, baseado no cidadão e nas competências digitais desenvolvidas nas comunidades, através de estratégias de aprendizagem ao longo da vida. O método científico apoia esta proposta, desde a identificação do problema, a abordagem da solução através da utilização do modelo, a recolha de dados tendo como amostra populacional uma comunidade de pessoas com deficiências cognitivas da Fundação FANDIC da cidade de Bucaramanga, Colômbia e a interpretação dos resultados que sugerem a existência de uma equação para prever a probabilidade de um indivíduo, após participar num programa educativo concebido de forma adaptativa a partir da filosofia da aprendizagem ao longo da vida, fazer parte de um tecido social competente. CLASSIFICAÇÃO JEL: 12, 13

5.
E-Cienc. inf ; 11(2)jun. 2021.
Artigo em Espanhol | LILACS, SaludCR | ID: biblio-1384760

RESUMO

Resumen En la actualidad las Tecnologías de la Información y la Comunicación (TIC) se han convertido en un aliado estratégico para potenciar procesos formativos innovadores, en este sentido, los juegos serios constituyen piezas de software que utilizan técnicas de entretenimiento para adquirir habilidades específicas orientadas al aprendizaje. El diseño de estas piezas de software requiere consideraciones especiales, por ejemplo, la intención pedagógica, definición de objetivos pedagógicos y lúdicos, usuarios finales, tipo de retroalimentación, análisis de experiencias de usuario, validación de objetivos. Estas consideraciones se aplicaron en esta revisión sistemática de literatura como criterios para analizar y comparar nueve metodologías utilizadas para diseñar juegos serios. Los principales resultados muestran la importancia de incorporar la elicitación y especificación de requerimientos, así como la asignación de roles involucrados en la producción del juego y la relevancia de incorporar elementos de definición pedagógica. El aporte de esta investigación ayuda a evaluar la eficiencia y la experiencia del usuario en cuanto a la interacción con el juego y, facilita la elaboración de un registro cuantitativo del aprendizaje basado en juegos para conocer el proceso y su calidad por parte del usuario. En conclusión, las metodologías analizadas aportan información sobre las consideraciones a la hora de proponer una metodología para el diseño de un juego serio.


Abstract Nowadays, Information and Communication Technologies (ICT) have become a strategic ally to enhance innovative training processes. In this context, serious games are software pieces that use entertainment techniques to acquire specific skills oriented towards learning. The design of these software pieces require special considerations, such as: pedagogical intention, pedagogical and ludic objectives definition, end users, roles identification, feedback type, user experiences analysis, objectives validation. These considerations are used to analyze and compare nine different methodologies to design serious games. The main results of the analysis show the importance of incorporating the requirements elicitation and specification, as well as the roles assignment involved in the game production and also the relevance of incorporating pedagogical definition elements. The contribution of this investigation helps to assess the efficiency, the learning and the users experience in regards to the interaction with the game, and facilitates the development of a quantitative record of the learning to know the process and its quality by the user. In conclusion, the methodologies analyzed provide information on aspects to consider when proposing a methodology to design a serious game.


Assuntos
Software , Jogos Recreativos , Gamificação , Tecnologia da Informação
6.
Rev. bras. ciênc. esporte ; 43: e002521, 2021. tab
Artigo em Português | LILACS-Express | LILACS | ID: biblio-1340977

RESUMO

RESUMO O texto objetiva identificar temas relacionados às competências digitais em propostas de formação de docente da Educação Física em três países. Pela análise de conteúdo, enunciados sobre mídia e tecnologia em documentos curriculares de três cursos superiores de Educação Física na Austrália, Brasil e Nova Zelândia são categorizados segundo marcos teóricos de competências digitais para docentes da UNESCO e da União Europeia. As categorias de "Usos de tecnologia no campo didático" e de "Promoção dos aspectos pedagógicos" são as mais exploradas. As propostas da Nova Zelândia e da Austrália abarcam todas as dimensões discutidas, ao contrário da brasileira. Defende-se uma articulação orgânica das dimensões metodológica, crítica e produtiva da mídia-educação na formação de professores.


ABSTRACT The text aims to identify themes related to digital competences in Physical Education teacher training proposals in three countries. By content analysis, statements about media and technology in curricular documents from three higher education courses in Physical Education in Australia, Brazil and New Zealand are categorized according to theoretical frameworks of digital skills for UNESCO and European Union teachers. The categories of "Uses of technology in the didactic field" and "Promotion of pedagogical aspects" are the most explored. New Zealand and Australia's proposals cover all the dimensions discussed, in contrast to the Brazilian one. It defends an organic articulation of the methodological, critical and productive dimensions of media-education in teacher education.


RESUMEN Tiene como objetivo identificar temas relacionados con las competencias digitales en propuestas de formación de profesores de Educación Física en tres países. Mediante análisis de contenido, las declaraciones sobre medios y tecnología en documentos curriculares de tres cursos de Educación Física de educación superior se categorizan de acuerdo con los marcos teóricos de las competencias digitales de la UNESCO y Unión Europea. Las categorías de "Usos de la tecnología en el campo didáctico" y "Promoción de aspectos pedagógicos" son las más exploradas. Las propuestas de NZ y Australia cubren todas las dimensiones, en contraste con la brasileña. Defiende una articulación orgánica de las dimensiones metodológica, crítica y productiva de la educación en medios en la formación.

7.
E-Cienc. inf ; 10(2)dic. 2020.
Artigo em Espanhol | LILACS, SaludCR | ID: biblio-1384736

RESUMO

Resumen El presente artículo de investigación científica reúne resultados de un estudio de caso sobre la integración de juegos serios en actividades formativas del personal docente en la adquisición de competencias digitales. Este estudio analiza el grado de aceptación por parte de docentes hacia las Tecnologías de la Información y de la Comunicación (TIC) implicadas, en particular los juegos serios, y evaluar dichas competencias; asimismo, describe la aplicación de una metodología propia utilizada para la organización de la experiencia con el personal docente de la Sede del Atlántico-Universidad de Costa Rica (UCR), trabajando con AstroCódigo (juego serio) con la intención de aproximar a cincuenta y seis docentes participantes al uso de videojuegos en procesos formativos y a la resolución de problemas de manera algorítmica; para valorar la opinión del personal docente y directivo, se utilizó la aplicación de entrevistas, observación participante, encuestas y grupos focales. Los resultados permiten percibir que el profesorado acepta los juegos serios y registra un cambio de opinión respecto a las variables que influyen para su adopción en su quehacer docente. Se concluye que la experiencia dio cuenta de la motivación y del interés de seguir participando en instancias de capacitación para fomentar la generación de competencias digitales por parte del personal académico. Se resalta la anuencia de las autoridades encargadas de la gestión universitaria en brindar apoyo a futuros proyectos y actividades vinculadas con la formación del profesorado en tecnologías digitales a través de juegos serios.


Abstract The following scientific investigation article gathers the results of a case study about the integration of serious games in formative activities for faculty to acquire digital competencies. The study analyzing the level of acceptance among faculty towards Information and Communication Technologies (ICT) involved, particularly serious games, and assessing the competencies: it also describes the application of a methodology used to organize the experience of the faculty of the Atlantic Branch of the University of Costa Rica (UCR), using AstroCódigo (serious game) to approach 56 participating teachers to the use of video games in formative processes and problem-solving using algorithms. Interviews, participants' observations, surveys and focus groups were used to assess the opinion of faculty and directors. Results revealed that faculty accepts serious games and registers a change of opinion regarding the variables that influence their adoption in their teaching. In conclusion, the experience revealed motivation and the interest of participating in training activities to develop digital competencies on behalf of the academic staff. It is important to highlight the willingness of the university management authorities to support future projects and activities related to faculty professional development in digital technologies through serious games.


Assuntos
Humanos , Jogos e Brinquedos , Alfabetização Digital , Docentes/educação , Costa Rica
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