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1.
Behav Sci (Basel) ; 14(6)2024 Jun 08.
Artigo em Inglês | MEDLINE | ID: mdl-38920820

RESUMO

Sex differences have been a rarely addressed aspect in digital game-based learning (DGBL). Likewise, mixed results have been presented regarding the effects according to sex and the conditions that generate these effects. The present work studied the effects of a drill-and-practice mathematical game on primary students. The study focused on an analysis by sex, measuring motivation and learning in the practice activity. Also, two instructional mechanics were considered regarding the question answering to search for possible differences: a multiple-try feedback (MTF) condition and a single-try feedback (STF) condition. A total of 81 students from four courses and two schools participated in the intervention. The study's main findings were as follows: (a) the girls outperformed the boys in terms of the students' learning gains; (b) the girls presented lower levels of competence and autonomy than the boys; (c) under MTF, the girls presented lower levels of autonomy but no differences in competence contrasted with the boys; (d) under STF, the girls presented lower levels of competence but no differences in autonomy contrasted with the boys; (e) no sex differences existed in interest, effort, and value, in general, as per the instructional condition. This study enhances the knowledge of sex differences under diverse instructional settings, in particular providing insights into the possible differences by sex when varying the number of attempts provided to students.

2.
JMIR Ment Health ; 10: e47487, 2023 Dec 08.
Artigo em Inglês | MEDLINE | ID: mdl-38064247

RESUMO

BACKGROUND: The global health pandemic has affected the increasing older adult population, especially those with mental illnesses. It is necessary to prevent cases of cognitive impairment in adults early on, and this requires the support of information and communication technologies for evaluating and training cognitive functions. This can be achieved through computer applications designed for cognitive assessment. OBJECTIVE: In this review, we aimed to assess the state of the art of the current platforms and digital test applications for cognitive evaluation, with a focus on older adults. METHODS: A systematic literature search was conducted on 3 databases (Web of Science, PubMed, and Scopus) to retrieve recent articles on the applications of digital tests for cognitive assessment and analyze them based on the methodology used. Four research questions were considered. Through the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology, following the application of inclusion and exclusion criteria, a total of 20 articles were finally reviewed. RESULTS: Some gaps and trends were identified regarding the types of digital applications and technologies used, the evaluated effects on cognitive domains, and the psychometric parameters and personal characteristics considered for validation. CONCLUSIONS: Computerized tests (similar to paper-and-pencil tests) and test batteries (on computers, tablets, or web platforms) were the predominant types of assessments. Initial studies with simulators, virtual environments, and daily-life activity games were also conducted. Diverse validation methods and psychometric properties were observed; however, there was a lack of evaluations that involved specific populations with diverse education levels, cultures, and degrees of technology acceptance. In addition, these evaluations should consider emotional and usability aspects.

3.
Sci Rep ; 13(1): 17578, 2023 10 16.
Artigo em Inglês | MEDLINE | ID: mdl-37845233

RESUMO

This work analyzes the implementation of an artificial mechanism inspired by a biological somatic marker that ables a passenger agent to both, react to changes in the service, as well as keep said reactions as a memory for future decisions. An artificial mental model was designed, and the passenger agent was implemented as an autonomous decision-making system, where both, the choice of the transport operator and the evaluation of the received service were fully delegated to the system. The evaluation of the service experience is not only based on rational aspects (such as the cost of the trip) but also on subjective aspects related to the satisfaction level derived from the passenger's experience. The experimental scenario considered 10,000 trip requests simulated within an artificial map that emulates characteristics that are usually present in a city, such as vehicular congestion, the unsafety of certain streets, or the benefits of an area with tourist interest. The results show that the option to travel under a transport operator with a touristic profile is a trend. Unlike current cases in the industry, this research work explores the scenario where the passenger can have as a client a trip profile with memory, differentiated from other clients, and can receive more than one trip proposal for the same trip request, according to the different conditions that the passenger is looking for.


Assuntos
Meios de Transporte , Viagem , Humanos , Meios de Transporte/métodos , Cidades , Turismo
4.
Sensors (Basel) ; 20(14)2020 Jul 16.
Artigo em Inglês | MEDLINE | ID: mdl-32708679

RESUMO

A higher number of people increasingly uses digital games. This growing interest in games, with different objectives, justifies the investigation of some aspects and concepts involved, such as product quality (game), usability, playability, and user or player experience, topics investigated by the multidisciplinary area called Human-Computer Interaction (HCI). Although the majority of users of these games are children and young people, an increasing number of older adults join technology and use different types of digital games. Several studies establish the increase in learning, socialization and exercise promotion, and cognitive and psychomotor skills improvement, all within the context of active and healthy aging. The objective of this work is to carry out a systematic literature review investigating the player experience of the elderly in digital games. The work allowed answering five research questions that were formulated. The evolution and maturity level of the research area are studied together with the research methods used. The factors that motivate adults to play were also analyzed; what are the recommended technical characteristics for games and some tools and metrics with which games are evaluated for older adults? Research gaps were detected in the area; there are not many specific studies on playability and player experience applied to the older adult, nor are there proven tools and metrics to evaluate them. Particular techniques for assessing and designing games focused on older adults are lacking, and quantitative studies that better identify the factors that affect the playability and experience of older adults in digital games.


Assuntos
Promoção da Saúde , Jogos de Vídeo , Idoso , Humanos , Aprendizagem
5.
J Therm Biol ; 74: 133-139, 2018 May.
Artigo em Inglês | MEDLINE | ID: mdl-29801618

RESUMO

Two strategies have been described for cold tolerance in arthropods: (1) freeze-tolerant organisms, which can survive the formation of ice crystals and (2) freeze-avoidant organisms, which prevent the ice crystal formation by super cooling their internal fluids. We studied two arthropods from the Andean Range in central Chile (2400 m a.s.l.), the stick insect Agathemera crassa commonly named as "Chinchemolle", and the tarantula spider Euathlus condorito commonly named as "Araña pollito", in order to evaluate how they respond to low temperatures at the physiological and molecular levels. We sampled the soil temperature during one year to track the temperature changes that these organisms must overcome. We found minimum temperatures around -6 °C in autumn, while the temperature were stable at 0 °C in winter due to the snow. The average field-cooling rate was 0.01 ±â€¯0.006 °C min-1. For both arthropods we determined the super cooling point (SCP) at a cooling rate of 1 °C min-1 and its subsequent survival, finding that A. crassa is a freezing tolerant organism with a SCP of -3.8 ±â€¯1.8 °C and 100% survival, while E. condorito is a freezing avoidant organism with a SCP of -3.0 ±â€¯1.3 °C and 0% survival. The SCP and survival were not affected by the season in which individuals were collected, the SCP was significantly affected by the cooling rate of the experiment. Both species had low molecular weight cryoprotective in their hemolymph that could explain their cold-tolerance behavior. Glucose, glycerol, and trehalose were found in A. crassa's hemolymph, only glucose and glycerol were found in E. condorito's. We analyzed the hemolymph proteins and found no seasonal differences in composition for either species and also we detected protein antifreeze activity in the hemolymph from both arthropods.


Assuntos
Neópteros/fisiologia , Aranhas/fisiologia , Aclimatação , Animais , Proteínas Anticongelantes/metabolismo , Chile , Temperatura Baixa , Hemolinfa/metabolismo , Proteínas de Insetos/metabolismo , Solo
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