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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

ValidaÃÃo de jogo educativo para construÃÃo do conhecimento de adolescentes acerca da prevenÃÃo de DST/AIDS / Validation of an educational game for building knowledge of adolescents about STD/AIDS

Ligia Fernandes Scopacasa 20 December 2013 (has links)
A adolescÃncia à uma fase da vida caracterizada por diversos acontecimentos, dentre os quais se destaca o inÃcio da atividade sexual. PorÃm, devido Ãs modificaÃÃes advindas do processo de adolescer, as prÃticas sexuais, em muitos casos, sÃo realizadas de forma desprotegidas, com isso tornando o adolescente vulnerÃvel Ãs DST/Aids. Diante deste panorama, surge o enfermeiro para tentar intervir junto a este grupo com o intuito de prevenir Ãs DST/Aids. Uma das formas de se alcanÃar isto à por meio da educaÃÃo em saÃde que pode fazer uso de tecnologias educativas na sua prÃtica. Dentre os diversos tipos de tecnologias educativas destaque-se o jogo educativo que devido Ãs suas caracterÃsticas dinÃmicas e lÃdicas favorecem o processo ensino-aprendizagem dos adolescentes, sendo uma ferramenta importante na prevenÃÃo das DST/Aids na adolescÃncia. Com isto, este estudo teve o intuito de validar um jogo educativo, no auxÃlio da prevenÃÃo de adolescentes Ãs DST/Aids, em escolas pÃblicas de Fortaleza-CE e comparar a aquisiÃÃo do conhecimento dos adolescentes em relaÃÃo prevenÃÃo de DST/Aids usando o jogo educativo, a palestra expositiva e aula ministrada tradicionalmente. Trata-se de um estudo quase-experimental com abordagem quantitativa que foi dividido em duas fases, sendo que a primeira foi composta de 120 adolescentes e a segunda de 198 inicialmente. A primeira fase compreendeu a construÃÃo dos instrumentos de prà e pÃs-teste que foi utilizado na fase seguinte. Na segunda etapa ocorreu a aplicaÃÃo da intervenÃÃo propriamente dita, sendo que um grupo participou do jogo educativo que abordava a prevenÃÃo das DST/Aids, o segundo grupo participou de uma palestra ilustrada tambÃm sobre a mesma temÃtica e o terceiro grupo da aula ministrada em sala de aula pelo professor responsÃvel. O trÃs grupos responderam ao prÃ-teste antes da intervenÃÃo educativa e ao pÃs-teste vinte dias depois da intervenÃÃo realizada. A anÃlise dos dados ocorreu por meio de testes estatÃsticos do Software Statistical Package for Social Sciences (SPSS), versÃo 17.0 for Windows. Considerou significantes as anÃlises estatÃsticas inferenciais quando p < 0,05. Salienta-se que a anÃlise tambÃm ocorreu baseada na literatura da referente ao tema. Esta pesquisa atendeu os aspectos Ãticos, sendo aprovada com o protocolo nÃmero 229.369. A primeira etapa da pesquisa originou o prÃ-teste e o pÃs-teste com dez questÃes de mÃltipla-escolha, menciona-se que estes instrumentos foram oriundos de um questionÃrio com trinta questÃes. No que se refere à segunda etapa, foi verificado que nÃo houve diferenÃa estatisticamente significante entre as variÃveis sexo (p valor 0,168), sÃrie (p valor 0,509), moradia (p valor 0,905) e inÃcio da atividade sexual ( p valor 0,695). No que se refere Ãs diferenÃas estatisticamente significantes entre a aplicaÃÃo do jogo educativo, palestra expositiva e aula ministrada tradicionalmente, notou-se que nÃo houve diferenÃa entre a palestra e o jogo, mÃdia dos postos foram 2,1 e 2,45 respectivamente. No entanto quando comparado o jogo ao grupo que nÃo recebeu uma intervenÃÃo especÃfica, percebeu-se que houve diferenÃa (p valor < 0,001). Por meio deste estudo concluiu-se que o jogo educativo auxilia no processo educativo do adolescente assim como a palestra expositiva, no entanto melhor que nenhuma atividade especÃfica na prevenÃÃo de DST/Aids. / Adolescence is a stage of life characterized by several events. One of the most important is the sexual activity. But due to the resulting changes at the adolescent process, sexual practices, in many cases, are made of unprotected form, as a result of it, teenagers are becoming more vulnerable to sexual diseases like STD / AIDS. In order to prevent this, the nurse comes up to try to intervene with this group in order to prevent and inform them about STD / AIDS. One way to achieve this is through health education that can make use of educational technologies in their practice. Among the various types of educational technologies highlighted, the educational game, due to its dynamic and entertaining features, favors the teaching-learning process of adolescents, being an important tool in the prevention of STD / AIDS in adolescence. This study aimed to validate an educational game built to help with the prevention of adolescent STD / AIDS in public schools of Fortaleza city, and also to compare the acquisition of knowledge of adolescents regarding STD / AIDS educational game using the expository lecture and regular class. It was a quasi-experimental study with a quantitative approach that was divided into two phases, the first of which was composed of 120 adolescents and the second of, initially, 198 adolescents. The first phase included the construction of a pre- and a post-test that were used in the next step. However, the second step was the application of the intervention itself, and one group received the educational game that addressed to the prevention of STD / AIDS, the second group also attended an illustrated lecture on the same topic and the third group class taught in the classroom by the teacher responsible for the group . The three groups responded to the pretest before the educational intervention and the posttest twentieth day following the intervention performed. Data analysis was based on statistical tests of the Software Statistical Package for Social Sciences (SPSS) version 17.0 for Windows. Considered significant inferential statistical analysis at p < 0.05 . It is noted that the analysis was also based on the literature on the topic. This research meets the ethical aspects, being approved with the number 229 369 protocol. The first stage of this research contained the pre- and post-tests, each one composed by ten multiple-choice questions, which were derived from a previous thirty question questionnaire. Regarding the second step, no statistically significant differences in the results were found among the variables âgenderâ (p value 0.168), âgradeâ (p value 0.509), âdwellingâ (p value 0.905) and âearly sexual activityâ (p value 0.695). In regard to statistically significant differences between the application of the educational game, the expository lecture and the regular class, no relevant distinction was noticed through the results of the educational game and the expository lecture, for their average score were 2.1 and 2.45 respectively. However, when compared the results of the game to those of the group that did not receive a specific intervention, a difference was noticed in the outcome (p value <0.001). Through this study it was concluded that the educational game assists in the educational process of the adolescent as well as the illustrated lecture, however rather than any specific activity in the prevention of STD / AIDS.
2

Efeitos da reabilitação virtual no equilíbrio e mobilidade em idosos institucionalizados / Effects of virtual rehabilitation on equilibrium and mobility in institutionalized elderly people

Moreira, Lara Alves [UNESP] 13 March 2017 (has links)
Submitted by LARA ALVES MOREIRA null (laraamfisio@gmail.com) on 2017-05-09T23:54:51Z No. of bitstreams: 1 dissertacao lara completa com ficha.pdf: 614332 bytes, checksum: dbe06acf982b06f5b21a79f59b9dd657 (MD5) / Approved for entry into archive by Luiz Galeffi (luizgaleffi@gmail.com) on 2017-05-10T16:24:08Z (GMT) No. of bitstreams: 1 moreira_la_me_rcla.pdf: 614332 bytes, checksum: dbe06acf982b06f5b21a79f59b9dd657 (MD5) / Made available in DSpace on 2017-05-10T16:24:08Z (GMT). No. of bitstreams: 1 moreira_la_me_rcla.pdf: 614332 bytes, checksum: dbe06acf982b06f5b21a79f59b9dd657 (MD5) Previous issue date: 2017-03-13 / Introdução: O envelhecimento populacional mundial crescente tem gerado consequências aos sistemas de saúde, resultando em sobrecarga na saúde e qualidade de vida da pessoa idosa, estendendo-se desde idosos na comunidade às Instituições de Longa Permanência (ILP’s). A realidade virtual surge como uma proposta inovadora de interação capaz de atingir todas as idades e como uma potente ferramenta a ser utilizada por profissionais de saúde. Objetivos: Verificar a presença de melhora do equilíbrio e mobilidade em idosos institucionalizados submetidos ao treinamento com tecnologia do Nintendo Wii no controle de equilíbrio e mobilidade. Métodos: Os idosos participantes (n=10) da pesquisa serão avaliados antes e após o protocolo de treinamento com realidade virtual com duração de 8 semanas. A mobilidade funcional será avaliada pelo teste Time Up and Go, enquanto a força de reação ao solo será avaliada pela plataforma de força AMTI. Após verificação da normalidade, serão adotados testes estatísticos apropriados para análise dos dados. Em todos os testes estatísticos, serão adotados o nível de significância de p < 0,05. Resultados: Ao avaliar os resultados pré e pós intervenção com Wii, enquanto o equilíbrio estático avaliado pela Plataforma de Força não apresentou diferença significativa, enquanto que no Timed Up and Go para avaliar a mobilidade funcional foi encontrada diferença significativa (p= 0,03). Conclusão: os resultados demonstraram que a intervenção com Nintendo Wii foi capaz de melhorar a mobilidade funcional e sugeriu melhora clínica no equilíbrio estático de idosos institucionalizados. / Introduction: Growing global population aging has had consequences for health systems, resulting in an overload on the health and quality of life of the elderly, ranging from elderly in the community to Long-term Institutions (ILPs). Virtual reality emerges as an innovative proposal of interaction capable of reaching all ages and as a powerful tool to be used by health professionals. Objectives: To verify the presence of improved balance and mobility in institutionalized elderly subjects submitted to training with Nintendo Wii technology in balance and mobility control. Methods: Elderly participants (n = 10) of the research will be evaluated before and after the virtual reality training protocol lasting 8 weeks. Functional mobility will be evaluated by the Time Up and Go test, while the ground reaction force will be evaluated by the AMTI force platform. After checking for normality, appropriate statistical tests shall be adopted for data analysis. In all statistical tests, the significance level of p <0.05 will be adopted. Results: When evaluating the pre and post intervention results with Wii, while the Static Balance evaluated by the Strength Platform did not present a significant difference, whereas in the Timed Up and Go to evaluate the functional mobility, a significant difference was found (p = 0.03) . Conclusion: the results demonstrated that the intervention with Nintendo Wii was able to improve functional mobility and suggested clinical improvement in the static equilibrium of institutionalized elderly.
3

Cognitive Hierarchies in the Minimizer Game

Berger, Ulrich, De Silva, Hannelore, Fellner-Röhling, Gerlinde January 2016 (has links) (PDF)
Experimental tests of choice predictions in one-shot games show only little support for Nash equilibrium (NE). Poisson Cognitive Hierarchy (PCH) and level-k (LK) are behavioral models of the thinkingsteps variety where subjects differ in the number of levels of iterated reasoning they perform. Camerer et al. (2004) claim that substituting the Poisson parameter = 1:5 yields a parameter-free PCH model (pfPCH) which predicts experimental data considerably better than NE. We design a new multi-person game, the Minimizer Game, as a testbed to compare initial choice predictions of NE, pfPCH and LK. Data obtained from two large-scale online experiments strongly reject NE and LK, but are well in line with the point-prediction of pfPCH.
4

Cognitive Hierarchies in the Minimizer Game

Berger, Ulrich, De Silva, Hannelore, Fellner-Röhling, Gerlinde 01 1900 (has links) (PDF)
Experimental tests of choice predictions in one-shot games show only little support for Nash equilibrium (NE). Poisson Cognitive Hierarchy (PCH) and level-k (LK) are behavioral models of the thinking-steps variety where subjects differ in the number of levels of iterated reasoning they perform. Camerer et al. (2004) claim that substituting the Poisson parameter tau = 1.5 yields a parameter-free PCH model (pfPCH) which predicts experimental data considerably better than NE. We design a new multi-person game, the Minimizer Game, as a testbed to compare initial choice predictions of NE, pfPCH and LK. Data obtained from two large-scale online experiments strongly reject NE and LK, but are well in line with the point prediction of pfPCH. / Series: Department of Economics Working Paper Series
5

Play beyond flow: a theory of avant-garde videogames

Schrank, Brian 11 November 2010 (has links)
Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situationists, the work of Pollock or Brecht, Dada, or the Russian Formalists. For example, historical avant-garde painters played with perspectival space (and its traditions), rather than only within those grid-like spaces. This is similar in some ways to how game artists play with flow (and player expectations of it), rather than advancing flow as the popular and academic ideal. Videogames are not only an advanced product of technoculture, but are the space in which technoculture conventionalizes play. This makes them a fascinating site to unwork and rethink the protocols and rituals that rule technoculture. It is the audacity of imagining certain videogames as avant-garde (from the perspective of mainstream consumers and art academics alike) that makes them a good candidate for this critical experiment.

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