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Play to promote development and learning in children infected with Human Immune Virus (HIV): Case studies of three childrenSymonds, Gene January 2010 (has links)
<p>The aim of this study was to explore the use of play with toddlers who are HIV positive to facilitate play, playfulness and sensory-motor development. The objectives were to explore how the therapist facilitated play, to explore how the child responded to the intervention, to explore how playfulness manifested as a facilitatory strategy and to explore how playfulness manifested as a response. A qualitative approach framed the case study research method with three participants between the ages of twelve months and three years. The main source of data was a record of the play-based intervention with the three participants. Additional data was obtained from participant observation of the children&rsquo / s responses to the play-based intervention, and hospital and occupational therapy record notes. A theory analytical strategy was used by coding data using theoretic propositions inductively. Each case was first analyzed individually, and then an analysis was made across the cases. Qualitative analysis of the data was done manually by coding, seeking categories and eliciting emergent themes by using an analytical strategy of theoretical propositions and an analytical technique of explanation building. Coding was done inductively, using theoretical constructs from the occupation by design, namely the elements of appeal, intactness and accuracy. Signs of playfulness were coded according to evidence of the elements of playfulness, namely perception of control, intrinsic motivation, suspension of reality or framing were evident in the data. Findings of the study were reported under two themes: Playful enablement &ndash / the therapist and Engaging, playing and developing &ndash / the child.</p>
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Play to promote development and learning in children infected with Human Immune Virus (HIV): Case studies of three childrenSymonds, Gene January 2010 (has links)
<p>The aim of this study was to explore the use of play with toddlers who are HIV positive to facilitate play, playfulness and sensory-motor development. The objectives were to explore how the therapist facilitated play, to explore how the child responded to the intervention, to explore how playfulness manifested as a facilitatory strategy and to explore how playfulness manifested as a response. A qualitative approach framed the case study research method with three participants between the ages of twelve months and three years. The main source of data was a record of the play-based intervention with the three participants. Additional data was obtained from participant observation of the children&rsquo / s responses to the play-based intervention, and hospital and occupational therapy record notes. A theory analytical strategy was used by coding data using theoretic propositions inductively. Each case was first analyzed individually, and then an analysis was made across the cases. Qualitative analysis of the data was done manually by coding, seeking categories and eliciting emergent themes by using an analytical strategy of theoretical propositions and an analytical technique of explanation building. Coding was done inductively, using theoretical constructs from the occupation by design, namely the elements of appeal, intactness and accuracy. Signs of playfulness were coded according to evidence of the elements of playfulness, namely perception of control, intrinsic motivation, suspension of reality or framing were evident in the data. Findings of the study were reported under two themes: Playful enablement &ndash / the therapist and Engaging, playing and developing &ndash / the child.</p>
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Play to promote development and learning in children infected with Human Immune Virus (HIV): Case studies of three childrenSymonds, Gene January 2010 (has links)
Magister Scientiae (Occupational Therapy) - MSc(OT) / The aim of this study was to explore the use of play with toddlers who are HIV positive to facilitate play, playfulness and sensory-motor development. The objectives were to explore how the therapist facilitated play, to explore how the child responded to the intervention, to explore how playfulness manifested as a facilitatory strategy and to explore how playfulness manifested as a response. A qualitative approach framed the case study research method with three participants between the ages of twelve months and three years. The main source of data was a record of the play-based intervention with the three participants. Additional data was obtained from participant observation of the children's responses to the play-based intervention, and hospital and occupational therapy record notes. A theory analytical strategy was used by coding data using theoretic propositions inductively. Each case was first analyzed individually, and then an analysis was made across the cases. Qualitative analysis of the data was done manually by coding, seeking categories and eliciting emergent themes by using an analytical strategy of theoretical propositions and an analytical technique of explanation building. Coding was done inductively, using theoretical constructs from the occupation by design, namely the elements of appeal, intactness and accuracy. Signs of playfulness were coded according to evidence of the elements of playfulness, namely perception of control, intrinsic motivation, suspension of reality or framing were evident in the data. Findings of the study were reported under two themes: Playful enablement - the therapist and Engaging, playing and developing - the child. / South Africa
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Um método para avaliar a aquisição de habilidades sensório-motoras em ambientes virtuais interativos tridimensionais para treinamento médico. / A method for assessing the acquisition of sensorimotor skills in interactive three-dimensional virtual environments for medical training.Anjos, Alexandre Martins dos 09 September 2014 (has links)
Com a frequente utilização de Tecnologias da Informação e da Comunicação (TICs) em contextos educacionais, uma nova configuração de atividades virtuais trouxe à tona novos desafios para profissionais da área de educação ou de treinamento. A partir das contribuições originadas no campo da Realidade Virtual, merecem atenção às soluções que se utilizam de Ambientes Virtuais Interativos 3D como uma alternativa às estratégias de treinamento conduzidas em ambientes reais de aprendizagem. Essas soluções ganham destaque à medida que se observa a utilização de diferentes métodos ou formas de se ensinar e aprender com esses ambientes. Nesse contexto o campo das Habilidades Sensório-Motoras (HSM) constitui-se um desafio no que tange à necessidade de desenvolvimento de métodos para quantificar ou qualificar a habilidade de um aprendiz ou profissional que esteja sob avaliação durante a realização de uma tarefa. Diante desse cenário, apresenta-se a pesquisa em pauta, com o objetivo de definir, implementar e validar um método para avaliação da aquisição de HSM em Ambientes Virtuais Interativos 3D no contexto de treinamento médico. O escopo da presente investigação foi definido mediante a realização de um processo de revisão de literatura sobre os principais fundamentos encontrados na área. Por meio da condução de dois processos de Revisão Sistemática, foi possível recuperar o estado da arte sobre métodos e parâmetros utilizados na avaliação da aquisição de HSM. Para atingir os objetivos da investigação, foram conduzidos experimentos com base em um modelo teórico de avaliação e em um método semiautomatizado. Os resultados dos experimentos indicaram que o método construído foi capaz de avaliar diferentes tarefas virtuais durante a aquisição de Habilidades Sensório-Motoras, assim como verificar o grau de convergência e divergência de processos de discriminação e classificação de HSM observados na avaliação de tarefas virtuais pelo método semiautomatizado e por especialistas. / Along with the frequent use of Information and Communication Technologies (ICTs) in educational contexts, a new configuration of virtual activities has brought up new challenges for professionals in the field of education or training. Based on contributions coming from the field of Virtual Reality, solutions used in 3-D Interactive Virtual Environments need to be highlighted as an alternative to training strategies conducted in real learning environments. These solutions gain ground as the use of different methods or ways of teaching and learning are observed in these environments. In this context, the field of Sensory Motor Skills (SMS) becomes a challenge as far as the need for development of methods is concerned in order to quantify or qualify the skills of a learner or a professional who is being evaluated during the performance of a task. This research is set in this scenario aiming to define, implement and validate a method to evaluate the acquisition of SMS in 3-D Interactive Virtual Environments in the context of medical training. The scope of this investigation was defined by means of a literature review on the current major founding principles in the area. Two processes of Systematic Review were conducted which produced the state of the art on methods and parameters used in the evaluation of SMS acquisition. In order to achieve the objectives of the investigation, two experimental studies were conducted based on a theoretical evaluation model and a semi-automated method. The results of the experimental studies showed that the method constructed was able to evaluate different virtual tasks during the acquisition of Sensory Motor Skills, and to verify the convergence or divergence degree of processes of discrimination and classification of SMS observed in the evaluation of virtual tasks by the semi-automated method and by human experts.
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Um método para avaliar a aquisição de habilidades sensório-motoras em ambientes virtuais interativos tridimensionais para treinamento médico. / A method for assessing the acquisition of sensorimotor skills in interactive three-dimensional virtual environments for medical training.Alexandre Martins dos Anjos 09 September 2014 (has links)
Com a frequente utilização de Tecnologias da Informação e da Comunicação (TICs) em contextos educacionais, uma nova configuração de atividades virtuais trouxe à tona novos desafios para profissionais da área de educação ou de treinamento. A partir das contribuições originadas no campo da Realidade Virtual, merecem atenção às soluções que se utilizam de Ambientes Virtuais Interativos 3D como uma alternativa às estratégias de treinamento conduzidas em ambientes reais de aprendizagem. Essas soluções ganham destaque à medida que se observa a utilização de diferentes métodos ou formas de se ensinar e aprender com esses ambientes. Nesse contexto o campo das Habilidades Sensório-Motoras (HSM) constitui-se um desafio no que tange à necessidade de desenvolvimento de métodos para quantificar ou qualificar a habilidade de um aprendiz ou profissional que esteja sob avaliação durante a realização de uma tarefa. Diante desse cenário, apresenta-se a pesquisa em pauta, com o objetivo de definir, implementar e validar um método para avaliação da aquisição de HSM em Ambientes Virtuais Interativos 3D no contexto de treinamento médico. O escopo da presente investigação foi definido mediante a realização de um processo de revisão de literatura sobre os principais fundamentos encontrados na área. Por meio da condução de dois processos de Revisão Sistemática, foi possível recuperar o estado da arte sobre métodos e parâmetros utilizados na avaliação da aquisição de HSM. Para atingir os objetivos da investigação, foram conduzidos experimentos com base em um modelo teórico de avaliação e em um método semiautomatizado. Os resultados dos experimentos indicaram que o método construído foi capaz de avaliar diferentes tarefas virtuais durante a aquisição de Habilidades Sensório-Motoras, assim como verificar o grau de convergência e divergência de processos de discriminação e classificação de HSM observados na avaliação de tarefas virtuais pelo método semiautomatizado e por especialistas. / Along with the frequent use of Information and Communication Technologies (ICTs) in educational contexts, a new configuration of virtual activities has brought up new challenges for professionals in the field of education or training. Based on contributions coming from the field of Virtual Reality, solutions used in 3-D Interactive Virtual Environments need to be highlighted as an alternative to training strategies conducted in real learning environments. These solutions gain ground as the use of different methods or ways of teaching and learning are observed in these environments. In this context, the field of Sensory Motor Skills (SMS) becomes a challenge as far as the need for development of methods is concerned in order to quantify or qualify the skills of a learner or a professional who is being evaluated during the performance of a task. This research is set in this scenario aiming to define, implement and validate a method to evaluate the acquisition of SMS in 3-D Interactive Virtual Environments in the context of medical training. The scope of this investigation was defined by means of a literature review on the current major founding principles in the area. Two processes of Systematic Review were conducted which produced the state of the art on methods and parameters used in the evaluation of SMS acquisition. In order to achieve the objectives of the investigation, two experimental studies were conducted based on a theoretical evaluation model and a semi-automated method. The results of the experimental studies showed that the method constructed was able to evaluate different virtual tasks during the acquisition of Sensory Motor Skills, and to verify the convergence or divergence degree of processes of discrimination and classification of SMS observed in the evaluation of virtual tasks by the semi-automated method and by human experts.
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