Browsing by Issue Date, starting with "2018-03-05"
Now showing 1 - 3 of 3
Results Per Page
Sort Options
- O comportamento no autocuidado da pessoa com patologia cardíacaPublication . Barreiros, Ana Margarida Cardoso; Martins, Rosa Maria LopesEnquadramento: Capacitar as pessoas para a gestão da sua saúde e dos sintomas, na presença de doença crónica e para atingir o nível máximo de independência funcional promovendo o autocuidado é um dos desígnios dos profissionais de enfermagem de reabilitação. Nesta perspetiva o desenvolvimento deste estudo parte do pressuposto básico de que a variável autocuidado é influenciada pelas capacidades e limitações em termos de atividades de vida diárias, estratégias de conservação de energia, posições de descanso em fase de descompensação e sinais de alerta. Objetivo: Avaliar a relação entre as variáveis sociodemográficas, clinicas ou psicológicas e o comportamento do autocuidado dos doentes com problemas cardíacos. Metodologia: foi delineado um estudo de natureza quantitativa, não experimental, transversal e descritivo e correlacional. A amostra foi constituída por 74 indivíduos com patologia cardíaca, que frequentam a consulta externa de Cardiologia do Centro Hospitalar Tondela-Viseu. O instrumento utilizado para a recolha de dados integra um questionário sociodemográfico e clínico, escala de apoio social (Matos e Ferreira), questionário de estado de saúde (SF-36V2) e a escala europeia do comportamento do autocuidado na insuficiência cardíaca. Resultados: prevalece o sexo masculino (com cerca de 71 anos de idade, casados ou a viver em união de fato e a patologia cardíaca que predomina é a insuficiência cardíaca, seguida do EAM com IC e por último a Angina com IC. Existe relação significativa entre as variáveis sociodemográficas com o comportamento do autocuidado. Quando aumenta o apoio social diminui o comportamento adequado dos utentes face ao seu autocuidado e quando o comportamento no autocuidado diminui aumento a saúde mental e física contudo é mais significativa na saúde física. Conclusão: o comportamento no autocuidado em doentes com patologia cardíaca sofre influência de variáveis sociodemográficas, clínicas e psicológicas. Palavras – Chave: Autocuidado, comportamento, patologias cardíacas, Reabilitação Cardíaca.
- Development of creative applications with assets of a video gamePublication . Rito, P. N.Students enrolled in the course of Arts and Multimedia usually have difficulties and show some resistance in learning to write lines of code. This document presents a contribution to the learning of these lines of code through an orientation based on the development of creative applications with nuances of a videogame Computers are part of a student's life, most of whom have experience using computers to play games, use search engines, participate in social networks, use applications such as word processors, or to establish synchronous communications with others people. It is also found that young people read and write to new media installed on web sites (Peppler, 2010). Videogames are one of the topics that have received more attention from educators, since they are particularly active elements to call and captivate students for long periods of time. There are several references on the use of commercial video games or simulators in the classroom since the introduction of ICT in the educational context, but the interest of this document is to reflect on the development of applications with nuances of video games in the classroom. These applications are built through a library of the Java programming language named Processing. The use of Processing makes it easier for its users to learn and use these lines of code, for example the result of the use of structures or cycles can be visualized immediately through their application in objects previously "drawn" or with external objects such as photo files or videos. The programming concepts that are taught are introductory, but they allow students to gain the necessary knowledge about procedural programming. It is possible to verify and conclude that: during the semester they are able to develop interesting applications and with the worries related to the design of video games; not all students are committed to continuing or deepening knowledge in this area, but there have been cases of those seeking masters or other informal courses that allow them to deepen knowledge for the development of this kind of creative applications; and is recognized by the direction of the course and external entities that evaluated the current scenario that there is a need for this type of knowledge to be disseminated for the remaining school years, with emphasis from the first year. It is important to understand that efforts to include creative code in the academic curriculum of courses in this area are not intended to turn students into programmers or to replace "traditional" arts-related contexts. It is important to learn the language of creative code to communicate in the digital world, since it is increasingly important for young people and society in general. Code construction by these students has to be seen as a design process, an act of free speech and a digital production method, The purpose of this work is to obtain information about the use and utility of a library in processing for the development of an application with nuances of a game. How do students recognize the value of using this library? What difficulties did they encounter? What added value they have identified for their future work.This information will be collected through a questionnaire and then with semi-structured interviews.
- Gameyou: designing activities using scratch and a microcontrollerPublication . Rito, P. N.The inclusion of pupils with special educational needs (SEN) in classrooms is a reality for many teachers. These professionals have a favorable attitude towards the inclusion of pupils with SEN in the regular teaching classrooms. An inclusive education system should be "structured and developed taking into account the diversity of characteristics of young children, different needs or problems" and for these reasons to differentiate measures. Special education is aimed at educational and social inclusion, educational access and success, autonomy, emotional stability, as well as the promotion of equal opportunities, preparation for continuing education or adequate preparation for the professional life and for a transition from school to employment of children and young people with permanent special educational needs". A particular case of SEN is that of people with autism, and they characterize autism as "a rare and serious psychiatric illness in childhood and characterized by imbalanced intellectual development that affects the ability to socialize." It is also reported in the literature that these people, with autism, have great difficulties in communicating verbal and nonverbal, while having a great difficulty in interpreting language. The use of technologies with children with SEN can be an important resource for the possibility of allowing the manipulation of the environment and a better cognitive development. Technology-based learning, in particular through the use of visual and multimedia environments, is a facilitating tool for people with autism spectrum disorders to learn best when information is presented visually. This view is also shared by several authors when indicating that to facilitate "inclusion and children / young people with SEN in today's society, Information and Communication Technologies play a fundamental role, as they facilitate a differentiated, active and collaborative intervention of all stakeholders in the life of each of these people". The use of Information and Communication Technologies also allows a response "individualized and personalized to the specific learning needs of each student". This document reports on an activity project that can be used by Educators of students with autism. Two tools are used, makey-makey hardware and Scratch software. The use of open-hardware microcontrollers, with no need for programming and free software, allows this project to be shared and reconverted to other topics. This work arose from a challenge of proposing an activity to be used by children with special educational needs using ICT. In a first step the bibliography related to the use of ICT in the classroom with these children and the legislation that served to obtain the first orientations was consulted. Then a specialist was consulted and then the prototype of the project was built, succinct enough that it could be replicated and perceived by these Educators.