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1.
Cuestiones infanc ; 24(1): 55-67, May 24, 2023.
Artigo em Espanhol | LILACS, UNISALUD, BINACIS | ID: biblio-1442309

RESUMO

A partir de la presentación del caso clínico de un niño de 10 años llamado Belcebú, atendido durante la pandemia de forma virtual a lo largo de un año y cuatro meses, se realiza un comentario teórico-clínico puntualizando los aspectos vinculados a:los enunciados identificatorios; el niño en la estructura familiar y, como aspecto más relevante, el lugar del juego producido en las sesiones, el que sostenido por la mirada posibilitadora de la analista, le permitió alniño elaborar y rescribir marcas identitarias,en pos de una subjetivación menos tanática AU


Based on the presentation of the clinical case of a 10-year-old boy named Belcebú, treated virtually during the pandemic for a yearand four months, a theoretical-clinical comment is made, pointing out the aspects related to: the identifying statements; the child in the family structure and, as a most relevant aspect, the place of the play produced in the sessions, which, supported by the analyst's enabling gaze, allowed the child to elaborate and rewrite identity marks, in pursuit of a less thanatic subjectivation AU


Sur la base de la présentation du cas clinique d'un garçon de 10 ans nommé Belcebú, traité virtuellement pendant la pandémie durant un an et quatre mois, un commentaire théorico-clinique est fait, soulignant les aspects liés:aux énoncés identifiants; l'enfant dans la structure familiale et, comme aspect le plus pertinent, la place du jeu produit dans les séances, qui, soutenu par le regard habilitant de l'analyste, a permis à l'enfant d'élaborer et de réécrire des marques identitaires, à la poursuite d'une subjectivation moins thanatique AU


A partir da apresentação do caso clínico de um menino de 10 anos chamado Belcebú, tratado virtualmente durante a pandemia por um ano e quatro meses, é feito um comentário teórico-clínico, apontando os aspectos relacionados: a os depoimentos identificadores; a criança na estrutura familiar e, como aspecto mais relevante, o lugar da brincadeira produzida nas sessões, que, amparada pelo olhar capacitador do analista, permitiu à criança elaborar e reescrever marcas identitárias, em busca de uma subjetivação menos tanática AU


Assuntos
Humanos , Masculino , Criança , Ludoterapia/instrumentação , Estrutura Familiar , Identificação Psicológica , Violência Doméstica , Relações Familiares/psicologia , Estudos de Caso Único como Assunto/psicologia
2.
Obesity (Silver Spring) ; 29(3): 475-477, 2021 03.
Artigo em Inglês | MEDLINE | ID: mdl-33538095

RESUMO

Novel approaches to obesity prevention among youth are needed. Accordingly, the Office of Women's Health, Department of Health and Human Services, sponsored a challenge to create an interactive video game for obesity prevention. Our team took a theory-based, evidence-informed approach to increasing physical activity in girls. Our approach-digitally mediated physical play-allowed us to include computing-based strategies that promote activity without keeping players in front of a screen. Our prize-winning prototype app, Frolic, helps girls choose the perfect game to play in any context, engaging parents for support. The app is used to highlight some opportunities and challenges for interdisciplinary collaboration. However, much work remains to be done to deploy innovative digital obesity interventions and fully capture the contributions of these tools. In order to accelerate advances, funding is needed for projects that combine engineering design principles with traditional obesity research paradigms.


Assuntos
Invenções , Aplicativos Móveis , Obesidade Pediátrica , Jogos e Brinquedos , Adolescente , Criança , Pré-Escolar , Atenção à Saúde/métodos , Exercício Físico/psicologia , Feminino , Humanos , Relações Pais-Filho , Obesidade Pediátrica/prevenção & controle , Obesidade Pediátrica/terapia , Ludoterapia/instrumentação , Ludoterapia/métodos , Prevenção Primária/instrumentação , Prevenção Primária/métodos , Sistemas de Apoio Psicossocial , Terapias em Estudo/instrumentação , Terapias em Estudo/métodos , Jogos de Vídeo , Adulto Jovem
3.
Games Health J ; 9(4): 255-264, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32053021

RESUMO

Background: Despite the variety of available treatments for mental health symptoms, many individuals do not engage with treatment and among those who do, dropout rates are often high. Therefore, providing alternative opportunities to access treatment is imperative. Research interest in the therapeutic effects of digital mental health initiatives and serious games has grown in recent years, but the potential of simple, easy-to-use casual videogames (CVGs) that can be played in short bursts of time has seldom been considered. Objective: The objective of the present study is to provide a systematic review of the literature examining the effects of CVGs on treating anxiety, depression, stress, and low mood. Method: A systematic search was conducted, using the terms (casual gam* or casual videogam* or mini gam* or minigam* or mini-gam* or gamif*) and (mental health or anx* or depress* or stress or mood) and (study or trial or treatment or prescribed or prevention) as "Title," "Abstracts," "Keywords," or "Topic" words across all years. A Google search was also completed to check for articles that may have been missed. Results: N = 13 studies met inclusion criteria (no studies were added via the Google search). These studies reported findings for nine different CVGs, with six studies aimed at reducing anxiety, two examining effects for depression, and four investigating the effects of CVGs on treating stress or low mood. Promising effects were identified. Conclusion: CVGs may have promise for treating anxiety, depression, stress, and low mood.


Assuntos
Ludoterapia/normas , Jogos de Vídeo/normas , Adulto , Ansiedade/classificação , Ansiedade/psicologia , Ansiedade/terapia , Depressão/classificação , Depressão/psicologia , Depressão/terapia , Humanos , Transtornos do Humor/classificação , Transtornos do Humor/psicologia , Transtornos do Humor/terapia , Ludoterapia/instrumentação , Ludoterapia/tendências , Estresse Psicológico/classificação , Estresse Psicológico/psicologia , Estresse Psicológico/terapia , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
4.
Rev. bras. enferm ; 72(5): 1203-1210, Sep.-Oct. 2019. tab
Artigo em Inglês | LILACS, BDENF - Enfermagem | ID: biblio-1042139

RESUMO

ABSTRACT Objective: To analyze the playful educational interventions in the knowledge of schoolchildren about intestinal parasitosis. Method: This is a quasi-experimental, non-randomized study, based on pre- and post-intervention, conducted in a public elementary school in a peripheric neighborhood in the city of Ribeirão Preto (SP). The study population consisted of 101 students enrolled in the 5th and 6th grade. For comparison, we used the generalized version of the McNemar chi-squared test. Results: Of the 101 schoolchildren who participated in the study, 48 (47.5%) were female and 53 (52.5%) were male, aged from 9 to 14 years. Students' knowledge on intestinal parasitic infections has increased significantly after the playful educational intervention. Conclusion: Playful educational interventions are an excellent didactical resource in the teaching-learning process of schoolchildren.


RESUMEN Objetivo: Analizar las intervenciones educativas lúdicas en el conocimiento de escolares sobre enteroparasitosis. Método: Se trata de estudio casi-experimental, no aleatorizado, basado en la pre y pos-intervención, que ha sido ocurrido en escuela pública de enseñanza primaria de un barrio de la periferia en la ciudad de Ribeirão Preto (SP). La población del estudio ha sido conformada por 101 alumnos que cursaban el 5º y el 6º año. Para realizar la comparación ha sido utilizada la versión generalizada de la prueba chi-cuadrada de McNemar. Resultados: De los 101 escolares que han participado del estudio, 48 (el 47,5%) eran del sexo femenino y 53 (el 52,5%) del sexo masculino, con edad entre 9 a 14 años. El conocimiento de los alumnos sobre enteroparasitosis después de la intervención educativa lúdica se ha incrementado significativamente. Conclusión: Las intervenciones educativas lúdicas son un excelente recurso didáctico en el contexto del proceso enseñanza-aprendizaje de escolares.


RESUMO Objetivo: Analisar as intervenções educativas lúdicas no conhecimento de escolares sobre enteroparasitoses. Método: Trata-se de estudo quase-experimental, não randomizado, baseado na pré e pós-intervenção, ocorrido em escola pública de ensino fundamental de um bairro da periferia na cidade de Ribeirão Preto (SP). A população do estudo foi composta por 101 alunos que cursavam o 5º e o 6º ano. Para efetuar a comparação foi utilizada a versão generalizada do teste qui-quadrado de McNemar. Resultados: Dos 101 escolares que participaram do estudo, 48 (47,5%) eram do sexo feminino e 53 (52,5%) do sexo masculino, com idade entre 9 a 14 anos. O conhecimento dos alunos sobre enteroparasitoses após a intervenção educativa lúdica aumentou significativamente. Conclusão: As intervenções educativas lúdicas são um excelente recurso didático no contexto do processo ensino-aprendizagem de escolares.


Assuntos
Humanos , Masculino , Feminino , Criança , Adolescente , Ludoterapia/métodos , Educação em Saúde/métodos , Enteropatias/psicologia , Ludoterapia/instrumentação , Ludoterapia/estatística & dados numéricos , Instituições Acadêmicas/organização & administração , Instituições Acadêmicas/estatística & dados numéricos , Educação em Saúde/estatística & dados numéricos , Inquéritos e Questionários , Giardíase/psicologia , Amebíase/psicologia , Enteropatias/terapia
5.
Rev Bras Enferm ; 72(5): 1203-1210, 2019 Sep 16.
Artigo em Inglês, Português | MEDLINE | ID: mdl-31531642

RESUMO

OBJECTIVE: To analyze the playful educational interventions in the knowledge of schoolchildren about intestinal parasitosis. METHOD: This is a quasi-experimental, non-randomized study, based on pre- and post-intervention, conducted in a public elementary school in a peripheric neighborhood in the city of Ribeirão Preto (SP). The study population consisted of 101 students enrolled in the 5th and 6th grade. For comparison, we used the generalized version of the McNemar chi-squared test. RESULTS: Of the 101 schoolchildren who participated in the study, 48 (47.5%) were female and 53 (52.5%) were male, aged from 9 to 14 years. Students' knowledge on intestinal parasitic infections has increased significantly after the playful educational intervention. CONCLUSION: Playful educational interventions are an excellent didactical resource in the teaching-learning process of schoolchildren.


Assuntos
Educação em Saúde/métodos , Enteropatias/psicologia , Ludoterapia/métodos , Adolescente , Amebíase/psicologia , Criança , Feminino , Giardíase/psicologia , Educação em Saúde/estatística & dados numéricos , Humanos , Enteropatias/terapia , Masculino , Ludoterapia/instrumentação , Ludoterapia/estatística & dados numéricos , Instituições Acadêmicas/organização & administração , Instituições Acadêmicas/estatística & dados numéricos , Inquéritos e Questionários
6.
Nurs Child Young People ; 31(2): 32-36, 2019 03 06.
Artigo em Inglês | MEDLINE | ID: mdl-31468769

RESUMO

BACKGROUND: Play specialists work closely with doctors and nurses to improve outcomes and the hospital experience for young patients. Documentation is an important but challenging aspect of their work. It should be incorporated into their workflow through a user-friendly format to minimise workload and record information that is useful to the multidisciplinary team (MDT) at the same time. AIM: To develop a play specialist progress note format and to evaluate its capacity to generate useful information for the MDT. METHOD: A questionnaire and inductive coding were used to develop a format incorporating the advantages of a structure focused on capturing useful information and the narrative style of documentation. The format, Well-being, Interests, Strategies, Evaluation (WISE), was aligned with play specialists' workflow and allowed for documentation of play in children's hospital care. Post-implementation evaluation comprised a usefulness survey and qualitative analyses of documentation. RESULTS: Perception of the usefulness of the WISE format was positive with nurses giving higher ratings than doctors. Gaps were identified for further investigation and improvement. CONCLUSION: Play specialists could either adapt the WISE format or adopt a similar process in developing and evaluating documentation suitable for their own work environment.


Assuntos
Documentação/métodos , Ludoterapia/métodos , Documentação/tendências , Hospitais , Humanos , Nova Zelândia , Ludoterapia/instrumentação , Pesquisa Qualitativa , Inquéritos e Questionários
7.
Games Health J ; 7(5): 302-309, 2018 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-29957075

RESUMO

OBJECTIVE: Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and assure the completion of the treatment program. Since the publication of our first taxonomy of Serious Games for Health Rehabilitation (SGHR), many studies have been published with game prototypes in this area. Based on literature review, our goal is to propose an updated taxonomy taking into account the works, updates, and innovations in game criteria that have been researched since our first publication in 2010. In addition, we aim to present the validation mechanism used for the proposed extended taxonomy. MATERIALS AND METHODS: Based on a literature review in the area and on the analysis of the contributions made by other researchers, we propose an extended taxonomy for SGHR. For validating the taxonomy proposal, a questionnaire was designed to use on a survey among experts in the area. RESULTS: An extended taxonomy for SGHR was proposed. As we have identified that, in general, and besides the mechanisms associated with the adoption of a given taxonomy, there were no reported validation mechanisms for the proposals, we designed a mechanism to validate our proposal. The mechanism uses a questionnaire addressed to a sample of researchers and professionals with experience and expertise in domains of knowledge interrelated with SGHR, such as Computer Graphics, Game Design, Interaction Design, Computer Programming, and Health Rehabilitation. CONCLUSION: The extended taxonomy proposal for health rehabilitation serious games provides the research community with a tool to fully characterize serious games. The mechanism designed for validating the taxonomy proposal is another contribution of this work.


Assuntos
Jogos Experimentais , Ludoterapia/instrumentação , Reabilitação/normas , Classificação/métodos , Humanos , Motivação , Pacientes/psicologia , Ludoterapia/métodos , Ludoterapia/normas , Reabilitação/métodos , Reabilitação/psicologia , Inquéritos e Questionários
8.
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
9.
Psychodyn Psychiatry ; 46(2): 240-251, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29809111

RESUMO

Designing and equipping a play therapy room as a differentiated tool in a psychodynamic approach to child psychotherapy is seldom discussed. This article sketches out the equipment and furnishing of a play therapy room to be used for mentalization-based psychodynamic psychotherapy and gives examples of the use of such a room in practice.


Assuntos
Decoração de Interiores e Mobiliário , Ludoterapia/métodos , Psicoterapia/métodos , Teoria da Mente/fisiologia , Criança , Humanos , Ludoterapia/instrumentação , Psicoterapia/instrumentação
10.
BMC Geriatr ; 17(1): 27, 2017 01 19.
Artigo em Inglês | MEDLINE | ID: mdl-28103811

RESUMO

BACKGROUND: Loss of functional capabilities due to inactivity is one of the most common reasons for fall accidents, and it has been well established that loss of capabilities can be effectively reduced by physical activity. Pilot studies indicate a possible improvement in functional abilities of community dwelling elderly as a result of short-term playing with an exergame system in the form of interactive modular tiles. Such playful training may be motivational to perform and viewed by the subjects to offer life-fulfilling quality, while providing improvement in physical abilities, e.g. related to prevent fall accidents. The RCT will test for a variety of health parameters of community-dwelling elderly playing on interactive modular tiles. METHODS: The study will be a single blinded, randomized controlled trial with 60 community-dwelling adults 70+ years. The trial will consist an intervention group of 30 participants training with the interactive modular tiles, and a control group of 30 participants that will receive the usual care provided to non-patient elderly. The intervention period will be 12 weeks. The intervention group will perform group training (4-5 individuals for 1 h training session with each participant receiving 13 min training) on the interactive tiles twice a week. Follow-up tests include 6-min Walk Test (6MWT), the 8-ft Timed Up & Go Test (TUG), and the Chair-Stand Test (CS) from the Senior Fitness Test, along with balancing tests (static test on Wii Board and Line Walk test). Secondary outcomes related to adherence, motivation and acceptability will be investigated through semi-structured interviews. Data will be collected from pre- and post-tests. Data will be analyzed for statistically significant differences by checking that there is a Gaussian distribution and then using paired t-test, otherwise using Wilcoxon signed-rank test. "Intention to treat" analysis will be done. DISCUSSION: The trial tests for increased mobility, agility, balancing and general fitness of community-dwelling elderly as a result of playing, in this case on modular interactive tiles. A positive outcome may help preventing loss of functional capabilities due to inactivity. TRIAL REGISTRATION: ClinicalTrials.gov: Nr. NCT02496702 , Initial Release date 7/7-2015.


Assuntos
Acidentes por Quedas/prevenção & controle , Exercício Físico , Aptidão Física/psicologia , Ludoterapia , Qualidade de Vida , Jogos de Vídeo , Atividades Cotidianas , Idoso , Exercício Físico/fisiologia , Exercício Físico/psicologia , Feminino , Avaliação Geriátrica/métodos , Humanos , Vida Independente , Masculino , Avaliação de Resultados em Cuidados de Saúde , Ludoterapia/instrumentação , Ludoterapia/métodos , Projetos de Pesquisa
11.
Stud Health Technol Inform ; 220: 417-23, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27046616

RESUMO

Adults with Intellectual Disability (ID) are at high risk of being in poor health as a result of exercising infrequently; recent evidence indicates this is often due to there being a lack of opportunities to exercise. This pilot study involved an investigation of the use of motion-sensor game technology to enable and encourage exercise for this population. Five adults (two female; 3 male, aged 34-74 [M = 55.20, SD = 16.71] with ID used motion-sensor games to conduct exercise at weekly sessions at a day-centre. Session attendees reported to have enjoyed using the games, and that they would like to use the games in future. Interviews were conducted with six (four female; two male, aged 27-51 [M = 40.20, SD = 11.28]) day-centre staff, which indicated ways in which the motion-sensor games could be improved for use by adults with ID, and barriers to consider in relation to their possible future implementation. Findings indicate motion-sensor games provide a useful, enjoyable and accessible way for adults with ID to exercise. Future research could investigate implementation of motion-sensor games as a method for exercise promotion for this population on a larger scale.


Assuntos
Pessoas com Deficiência/reabilitação , Terapia por Exercício/métodos , Deficiência Intelectual/reabilitação , Ludoterapia/métodos , Terapia Assistida por Computador/métodos , Jogos de Vídeo , Adulto , Idoso , Terapia por Exercício/instrumentação , Feminino , Promoção da Saúde/métodos , Humanos , Deficiência Intelectual/diagnóstico , Masculino , Pessoa de Meia-Idade , Motivação , Ludoterapia/instrumentação , Terapia Assistida por Computador/instrumentação , Resultado do Tratamento
12.
Rev Gaucha Enferm ; 36(2): 76-81, 2015 Jun.
Artigo em Português | MEDLINE | ID: mdl-26334412

RESUMO

OBJECTIVE: To understand the influence of play in the care process as perceived by children with cancer. METHOD: A descriptive, exploratory and qualitative study conducted in a children's cancer unit in Natal, Rio Grande do Norte, Brazil. Data were collected between October 2013 and January 2014 by means of photographic records and semi-structured interviews with eight children, and content analysis with emphasis on two categories: Auxiliary instruments during play; and The influence of play in the process of care. RESULTS: Recreational activities involve watching television, using computers, games and toys, drawing, the playroom and the clown, which provide fun, feelings of joy, distraction and interaction with other people. CONCLUSION: There are several activities at the hospital that are considered play-related and, for the children, they all benefit their care process.


Assuntos
Criança Hospitalizada/psicologia , Neoplasias/terapia , Ludoterapia , Neoplasias Cerebelares/psicologia , Neoplasias Cerebelares/terapia , Criança , Feminino , Humanos , Entrevistas como Assunto , Masculino , Meduloblastoma/enfermagem , Meduloblastoma/psicologia , Meduloblastoma/terapia , Neoplasias/enfermagem , Neoplasias/psicologia , Relações Enfermeiro-Paciente , Processo de Enfermagem , Aceitação pelo Paciente de Cuidados de Saúde , Ludoterapia/instrumentação , Ludoterapia/métodos , Jogos e Brinquedos , Leucemia-Linfoma Linfoblástico de Células Precursoras/enfermagem , Leucemia-Linfoma Linfoblástico de Células Precursoras/psicologia , Leucemia-Linfoma Linfoblástico de Células Precursoras/terapia , Pesquisa Qualitativa , Jogos de Vídeo
13.
Res Q Exerc Sport ; 86(3): 260-6, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26115435

RESUMO

PURPOSE: The purpose of this feasibility study was to provide an opportunity to increase physical activity (PA) and heart rate (HR) for children with Down syndrome (DS) during unstructured group exercise utilizing a riding device called the Power Pumper®. METHOD: Twenty-four children aged 5 to 7 years old participated in this case-control study, including 12 children with DS and 12 children without DS. Those without DS participated as age-matched controls. A 30-min unstructured PA session utilizing the Power Pumper was provided to both groups on 2 occasions. HR and PA were measured at baseline and during both sessions. RESULTS: For children with DS, findings revealed a statistically significant increase in time spent in moderate-to-vigorous PA (MVPA), F(1, 15) = 16.503, p < .010, ES = 0.76, and a nonsignificant increase in HR (ES = 0.41) when comparing exercise session performance to baseline. For children without DS, findings revealed statistically significant increases in time spent in MVPA, F(1, 15) = 73.604, p < .010, ES = 0.94, and HR, F(1, 22) = 34.634, p < .010, ES = 0.69, between exercise and baseline. Total MVPA approached the recommended 60 min following device use. PA and HR differences between baseline and exercise were greater in magnitude for children without DS. CONCLUSION: By participating in unstructured exercise in a social environment using the Power Pumper, children with DS engaged in higher-intensity PA accompanied by a nonsignificant physiological response in HR. These outcomes support PA guidelines recommended by the National Association for Sport and Physical Education. This device supports 1 option for achieving 60 min of MVPA daily.


Assuntos
Síndrome de Down/fisiopatologia , Frequência Cardíaca/fisiologia , Atividade Motora/fisiologia , Ludoterapia/instrumentação , Equipamentos Esportivos , Estudos de Casos e Controles , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Meio Social
14.
Rev. gaúch. enferm ; 36(2): 76-81, Apr-Jun/2015.
Artigo em Inglês | LILACS, BDENF - Enfermagem | ID: lil-752576

RESUMO

OBJECTIVE: To understand the influence of play in the care process as perceived by children with cancer. METHOD: A descriptive, exploratory and qualitative study conducted in a children's cancer unit in Natal, Rio Grande do Norte, Brazil. Data were collected between October 2013 and January 2014 by means of photographic records and semi-structured interviews with eight children, and content analysis with emphasis on two categories: Auxiliary instruments during play; and The influence of play in the process of care. RESULTS: Recreational activities involve watching television, using computers, games and toys, drawing, the playroom and the clown, which provide fun, feelings of joy, distraction and interaction with other people. CONCLUSION: There are several activities at the hospital that are considered play-related and, for the children, they all benefit their care process. .


OBJETIVO: Comprender la influencia de lo lúdico en el proceso de atención, en la percepción de los niños con cáncer. MÉTODO: Estudio cualitativo, exploratorio descriptivo, realizado en un sector de oncología pediátrica en Natal, Rio Grande do Norte, Brasil. Los datos fueron recogidos entre los meses de octubre de 2013 y enero de 2014, a través de los registros fotográficos y entrevistas semiestructuradas con ocho hijos, y analizados según el análisis de contenido, destacando dos categorías de discusión: Los instrumentos auxiliares en la alegría; La influencia de lo lúdico en el proceso de atención. RESULTADOS: Las actividades recreativas implican ver televisión, usar computadoras, juegos y juguetes, la realización de dibujos y el payaso, que proporcionan diversión, sentimientos de alegría, distracción y la interacción con los demás. CONCLUSIÓN: Hay varias actividades, en el hospital, entendido como lúdico y que, para el niño, todos proporcionan beneficios para su proceso de atención. .


OBJETIVOS: Compreender a influência do lúdico para o processo de cuidar, na percepção de crianças com câncer. MÉTODO: Estudo qualitativo, exploratório descritivo, realizado em um setor de oncopediatria em Natal, Rio Grande do Norte, Brasil. Os dados foram coletados entre os meses de outubro de 2013 e janeiro de 2014, por meio de registros fotográficos e entrevista semiestruturada, com oito crianças, e analisados conforme a Análise de Conteúdo, destacando-se duas categorias de discussão: Os instrumentos auxiliares na ludicidade; e A influência do lúdico no processo de cuidar. RESULTADOS: As atividades lúdicas envolvem o assistir à televisão, o uso de computadores, os jogos e os brinquedos, a realização de desenhos, a brinquedoteca e o palhaço, os quais proporcionam diversão, sentimentos de alegria, distração e interação com outras pessoas. CONCLUSÃO: Existem diversas atividades, no hospital, entendidas como lúdicas, todas as quais, para a criança, proporcionam benefícios para o seu processo de cuidar. .


Assuntos
Humanos , Masculino , Feminino , Criança , Criança Hospitalizada/psicologia , Neoplasias/terapia , Ludoterapia , Neoplasias Cerebelares/psicologia , Neoplasias Cerebelares/terapia , Entrevistas como Assunto , Meduloblastoma/enfermagem , Meduloblastoma/psicologia , Meduloblastoma/terapia , Relações Enfermeiro-Paciente , Processo de Enfermagem , Neoplasias/enfermagem , Neoplasias/psicologia , Aceitação pelo Paciente de Cuidados de Saúde , Jogos e Brinquedos , Ludoterapia/instrumentação , Ludoterapia/métodos , Leucemia-Linfoma Linfoblástico de Células Precursoras/enfermagem , Leucemia-Linfoma Linfoblástico de Células Precursoras/psicologia , Leucemia-Linfoma Linfoblástico de Células Precursoras/terapia , Pesquisa Qualitativa , Jogos de Vídeo
15.
Rev Gaucha Enferm ; 34(3): 187-95, 2013 Sep.
Artigo em Português | MEDLINE | ID: mdl-24344602

RESUMO

Children are the best sources of information on their experiences and opinions, and qualitative studies have favored the development and application of techniques that facilitate their self-expression and approaching the researcher. Through an integrative literature review, the objective of this research was to identify playful resources used in qualitative research data collection with child cancer patients, and their forms of application. Systemized searches of electronic databases and a virtual library were undertaken, which, combined with a non-systemized sample, totaled 15 studies spanning the period from 2000 and 2010. Drawing, toys, puppets, photography and creativity and sensitivity dynamics were identified which, in association with interviews or not, were shown to directly or indirectly facilitate data collection, thereby broadening the interaction with the children, and permitting further expression of their feelings. The advantages and limitations of using these resources are presented thus contributing to planning research with children.


Assuntos
Coleta de Dados/métodos , Entrevistas como Assunto/métodos , Neoplasias/psicologia , Ludoterapia , Psicologia da Criança , Pesquisa Qualitativa , Adolescente , Arteterapia , Atitude Frente a Saúde , Criança , Pré-Escolar , Coleta de Dados/instrumentação , Bases de Dados Factuais , Feminino , Humanos , Bibliotecas Digitais , Masculino , Narração , Fotografação , Ludoterapia/instrumentação , Ludoterapia/métodos , Jogos e Brinquedos , Redação , Adulto Jovem
16.
IEEE Int Conf Rehabil Robot ; 2013: 6650477, 2013 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24187294

RESUMO

Self-initiated mobility is a causal factor in children's development. Previous studies have demonstrated the effectiveness of our training methods in learning directional driving and navigation. The ultimate goal of mobility training is to enable children to be social, that is, to interact with peers. A powered mobility device was developed that can localize itself, map the environment, plan an obstacle-free path to a goal, and ensure safety of a human driver. Combined with a positioning system, this system is able to apply a force field to train subjects to drive towards an object, a caregiver, a peer, or a group of peers. System feasibility was tested by designing a 'ball chasing' game. Results show that the system is promising in promoting socialization in children.


Assuntos
Ludoterapia/instrumentação , Jogos e Brinquedos , Robótica/instrumentação , Tecnologia Assistiva , Socialização , Algoritmos , Pré-Escolar , Estudos de Viabilidade , Humanos
17.
Rev. gaúch. enferm ; 34(3): 187-195, set. 2013. tab
Artigo em Português | LILACS, BDENF - Enfermagem | ID: lil-695273

RESUMO

As crianças são as melhores fontes de informação sobre suas experiências e opiniões; e as pesquisas qualitativas têm privilegiado desenvolver e aplicar técnicas que deem vozes a elas e facilitem a sua aproximação com o pesquisador. Objetivou-se identificar, mediante revisão integrativa da literatura, recursos lúdicos utilizados na coleta de dados de pesquisas qualitativas com crianças com câncer e suas formas de aplicação. Realizaram-se buscas sistematizadas em bases de dados eletrônicas e biblioteca virtual, que, somadas a uma amostra não sistematizada, abrangendo o período de 2000 a 2010, totalizaram 15 estudos. Identificaram-se os recursos de desenho, brinquedo terapêutico, fantoche, fotografia e dinâmicas de criatividade e sensibilidade que, associados ou não à entrevista, mostraram-se facilitadores da coleta de dados, direta ou indiretamente, ampliando a interação com as crianças e permitindo maior expressão de seus sentimentos. São apresentadas vantagens e limitações da utilização desses recursos, contribuindo-se para o planejamento de pesquisas com crianças.


Los niños son las mejores fuentes de información sobre sus experiencias y opiniones e investigaciones cualitativas han privilegiado el desarrollo y la aplicación de técnicas que les den voces y faciliten su aproximación con el investigador. La finalidad fue identificar, mediante revisión integradora de la literatura, recursos lúdicos utilizados para recolectar datos con niños con cáncer y sus formas de aplicación. Fueron efectuadas búsquedas sistematizadas en bases de datos electrónicas y biblioteca virtual que, sumadas a una muestra no sistematizada, del 2000 al 2010, totalizaron 15 estudios. Fueron identificados los recursos de diseño, juguete terapéutico, fantoche, fotografía y dinámicas de creatividad y sensibilidad que, asociados o no a la entrevista, se mostraron facilitadores de la recolección de datos, directa o indirectamente, ampliando la interacción con los niños y permitiendo mayor expresión de sus sentimientos. Se presentan ventajas y limitaciones de estos recursos, contribuyendo a la planificación de investigaciones con niños.


Children are the best sources of information on their experiences and opinions, and qualitative studies have favored the development and application of techniques that facilitate their self-expression and approaching the researcher. Through an integrative literature review, the objective of this research was to identify playful resources used in qualitative research data collection with child cancer patients, and their forms of application. Systemized searches of electronic databases and a virtual library were undertaken, which, combined with a non-systemized sample, totaled 15 studies spanning the period from 2000 and 2010. Drawing, toys, puppets, photography and creativity and sensitivity dynamics were identified which, in association with interviews or not, were shown to directly or indirectly facilitate data collection, thereby broadening the interaction with the children, and permitting further expression of their feelings. The advantages and limitations of using these resources are presented, thus contributing to planning research with children.


Assuntos
Adolescente , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Adulto Jovem , Psicologia da Criança , Coleta de Dados/métodos , Entrevistas como Assunto/métodos , Neoplasias/psicologia , Ludoterapia , Pesquisa Qualitativa , Arteterapia , Atitude Frente a Saúde , Coleta de Dados/instrumentação , Bases de Dados Factuais , Bibliotecas Digitais , Narração , Fotografação , Ludoterapia/instrumentação , Ludoterapia/métodos , Jogos e Brinquedos , Redação
18.
Child Adolesc Psychiatr Clin N Am ; 22(2): 283-93, 2013 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-23538014

RESUMO

Children of latency age have typically outgrown dramatic play but have not yet developed the ability to talk about their thoughts and feelings in therapy; at this stage they often play structured board games, during their own playtime and during therapy sessions. This article discusses ways to use board-game play therapeutically, by watching the way children stretch and bend the rules to display their psychological self-states, and by interpreting their experiences within the play.


Assuntos
Jogos e Brinquedos/psicologia , Psicoterapia/métodos , Criança , Humanos , Ludoterapia/instrumentação
19.
IEEE Trans Neural Syst Rehabil Eng ; 21(2): 289-99, 2013 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-23221831

RESUMO

Emerging technology, especially robotic technology, has been shown to be appealing to children with autism spectrum disorders (ASD). Such interest may be leveraged to provide repeatable, accurate and individualized intervention services to young children with ASD based on quantitative metrics. However, existing robot-mediated systems tend to have limited adaptive capability that may impact individualization. Our current work seeks to bridge this gap by developing an adaptive and individualized robot-mediated technology for children with ASD. The system is composed of a humanoid robot with its vision augmented by a network of cameras for real-time head tracking using a distributed architecture. Based on the cues from the child's head movement, the robot intelligently adapts itself in an individualized manner to generate prompts and reinforcements with potential to promote skills in the ASD core deficit area of early social orienting. The system was validated for feasibility, accuracy, and performance. Results from a pilot usability study involving six children with ASD and a control group of six typically developing (TD) children are presented.


Assuntos
Transtorno Autístico/reabilitação , Biomimética/instrumentação , Sistemas Homem-Máquina , Ludoterapia/instrumentação , Robótica/instrumentação , Terapia Assistida por Computador/instrumentação , Pré-Escolar , Desenho Assistido por Computador , Desenho de Equipamento , Análise de Falha de Equipamento , Feminino , Humanos , Masculino , Robótica/métodos , Terapia Assistida por Computador/métodos
20.
Physiotherapy ; 98(3): 230-7, 2012 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-22898580

RESUMO

OBJECTIVES: To assess the feasibility of a robotic mobility device for infants using alternative control interfaces aimed at promoting early self-initiated mobility, and to assess the effects of a training protocol and robot experience. DESIGN: Observational and pre-post quantitative case studies. SETTING: Standardised, research laboratory and day-care centres with toys and individuals familiar to infants. PARTICIPANTS: Children with and without disabilities, aged 5 months to 3 years. INTERVENTIONS: In each study, infants were seated over a Pioneer™ 3-DX mobile robot. Some infants controlled the directional movement of the robot by weight shifting their body on a Nintendo® Wii™ Balance Board (the WeeBot), while others used a modified joystick. Infants participated in five sessions over 2 to 5 weeks. Sessions consisted of administering a 10-minute training protocol preceded and followed by 2 to 3 minutes of free play. One child with motor impairment used a button switch array and a different experimental design. MAIN OUTCOME MEASURES: From the videotaped free-play periods, goal-directed behaviours were coded and time in motion was measured. In the training period, a scoring system was developed to measure the infants' driving performance. RESULTS: Preliminary outcomes indicate that infants without disabilities, aged 5 to 10 months, demonstrated significant improvement in driving performance and goal-directed movement using the WeeBot. Infants who used the joystick were less successful on all measures. Results for infants with disabilities using the WeeBot were mixed. CONCLUSIONS: Mobile robots offer promise to enhance the development of early self-mobility. Novel types of interfaces, such as the WeeBot, warrant further investigation.


Assuntos
Desenvolvimento Infantil , Deficiências do Desenvolvimento/reabilitação , Equipamentos para Lactente , Atividade Motora , Ludoterapia/instrumentação , Robótica/instrumentação , Creches , Pré-Escolar , Desenho de Equipamento , Feminino , Humanos , Lactente , Masculino , Movimento , Projetos Piloto , Ludoterapia/métodos , Jogos e Brinquedos , Robótica/métodos , Interface Usuário-Computador
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