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1.
CoDAS ; 28(3): 269-277, tab, graf
Article in Portuguese | LILACS | ID: lil-788074

ABSTRACT

RESUMO O objetivo deste estudo foi comparar três métodos de aprendizagem sobre Anatomia e Fisiologia do Sistema Miofuncional Orofacial quanto à motivação para a aprendizagem em Fonoaudiologia. Participaram 36 estudantes do segundo ano de graduação, após assinatura de termo de consentimento livre e esclarecido. Cada estudante foi alocado randomicamente nos grupos: Grupo I (GI) – 12 participantes do Método Interativo 1 (MI1); Grupo II (GII) – 12 participantes do Método Interativo 2 (MI2); Grupo III (GIII) – 12 participantes do Método Tradicional (MT). Os métodos de aprendizagem foram aplicados durante horário de estudo complementar semanal, após aula expositiva de disciplina obrigatória. Concluída a aplicação dos métodos de aprendizagem, foi aplicado o questionário Instructional Materials Motivation Survey para avaliar a motivação. Os dados foram submetidos à análise estatística no software SPSS versão 21. A comparação entre os grupos foi realizada pela ANOVA seguida pelo teste post hoc de Tukey. O nível de significância foi de 5%. Os grupos diferiram em todos os aspectos avaliados e na pontuação total (F2,33=3691,17 p<0,001). O GII teve maior pontuação geral (GI x GII = p=0,015; GI x GIII = p=0,115; GII x GIII = p<0,001). Com relação à atenção (GII x GIII = p=0,001) e à confiança (GII x GIII = p=0,003), o GII teve maior pontuação que o GIII. Não houve diferença quanto à relevância. O GII teve a maior pontuação para satisfação (GI x GII = p=0,023; GII x GIII = p<0,001). Neste estudo, foi observado que o modelo computacional 3D foi mais eficiente para motivar os estudantes durante a aprendizagem.


ABSTRACT This study aimed to compare the learning motivation of three learning methods as means of teaching Anatomy and Physiology of the Orofacial Myofunctional System of second-year Speech-Language and Hearing Sciences undergraduate students. The study was conducted with 36 students that participated after signing an informed consent form. Each student was randomly allocated to the groups: Group I (GI) – 12 participants using Interactive Method 1 (IM1); Group II (GII) – 12 participants using Interactive Method 2 (IM2); and Group III (GIII) – 12 participants using the Traditional Method (TM). The learning methods were applied during weekly complementary study schedule, following the discipline’s lectures. Upon the conclusion of the learning methods application, the Instructional Materials Motivation Survey questionnaire was administered for evaluating the students’ learning motivation. Data were analyzed using SPSS software version 21. Comparisons between groups were performed using ANOVA followed by Tukey post hoc test. The significance level was set at 5%. The groups differed in all evaluated aspects with the total score (F2,33 = 3691.17 p <0.001). The GII had the highest overall score (GI x GII = p = 0.015; GI x GIII = p = 0.115; GII x GIII = p <0.001). On attention (GII x GIII = p = 0.001) and confidence (GII x GIII = p = 0.003), GII had higher scores than GIII. There was no difference between groups on relevance. For satisfaction, GII had the highest score (GI x GII = p = 0.023; GII x GIII = p <0.001). Therefore, summatively, the 3D computer model was more efficient in enhancing students’ learning motivation.


Subject(s)
Humans , Male , Female , Adolescent , Adult , Young Adult , Students, Health Occupations/psychology , Speech-Language Pathology/education , Imaging, Three-Dimensional/instrumentation , Learning , Motivation , Personal Satisfaction , Surveys and Questionnaires , Computer-Assisted Instruction/instrumentation
2.
Rev. bras. eng. biomed ; 27(4): 243-258, dez. 2011. ilus
Article in Portuguese | LILACS | ID: lil-614000

ABSTRACT

A Realidade Virtual é uma área tipicamente multidisciplinar que envolve conceitos provenientes das Engenharias, Computação, Física, Artes e também da área específica da aplicação à qual ela se destina. Por permitir uma interação humano-computador mais natural em ambiente tridimensional (3D) e possibilitar a reprodução de situações reais, torna-se um recurso de amplo potencial para a área da saúde. Este artigo aborda conceitos, desafios e oportunidades de aplicações de Realidade Virtual na área de saúde no Brasil, apresentando um estudo sobre as pesquisas na área e aplicações desenvolvidas. A análise da situação atual mostra que há vários grupos brasileiros de pesquisa desenvolvendo aplicações com grande diversidade de assuntos, contemplando principalmente as áreas de treinamento e educação. A partir da análise conduzida, verifica-se que ainda há vários desafios a serem superados a fim de que as aplicações de Realidade Virtual sejam incluídas na rotina dos profissionais da área de saúde. Se por um lado tais desafios retardam o uso efetivo desta tecnologia na prática, por outro constituem oportunidades ímpares de pesquisa e desenvolvimento, conforme é destacado na conclusão deste artigo.


Virtual Reality (VR) is a typically multidisciplinary field which involves concepts from Engineering, Computer Science, Physics, Arts as well as concepts from the specific application field. Because VR allows a more natural human-computer interaction in three-dimensional environments and enables the reproduction of real situations, it becomes a resource of wide potential for healthcare field. This paper discusses concepts, challenges and opportunities of Virtual Reality applications for healthcare in Brazil, by presenting a study about researches in the area and developed applications. The analysis of the current situation shows that there are various Brazilian research groups developing applications considering great diversity of subjects, covering mainly training and education area. This analysis shows that there are still many challenges to be overcome so that applications using Virtual Reality can be included in the routine of healthcare professionals. On one hand these challenges hinder the effective use of technology in  practice, on the other they open new opportunities for research and development,   as is highlighted in the conclusion of this paper.


Subject(s)
Humans , Health Education/trends , Health Education , Multimedia/trends , Educational Technology/instrumentation , Brazil , Education, Distance/trends , Computer-Assisted Instruction/instrumentation , Computer-Assisted Instruction/trends , Computer-Assisted Instruction , Computer Simulation/trends , Computer Simulation
3.
Article in English | IMSEAR | ID: sea-39146

ABSTRACT

BACKGROUND: Development and utilization of computer-aided instruction (CAI) on sex education may facilitate learning and provide an additional education channel to early secondary school students. MATERIAL AND METHOD: Randomized control-group pretest-posttest design was used and was applied to four student groups from different schools within Roi Et Municipality as 1) CAI, 2) CAI control, 3) Teacher, and 4) Teacher control groups. The CAI were developed and organized in accordance with new sex education concepts. Questionnaires were also developed accordingly. Analysis of covariance (ANCOVA) was employed. RESULTS: One hundred and eighty three students from four rooms from four different schools were enrolled. The pretest scores were 24.65, 27.44, 31.51, and 33.66; and posttest scores were 25.00, 25.74, 33.80, and 34.77 for CAI, CAI control, Teacher, and Teacher control groups, respectively. The ANCOVA revealed there was no significant difference between the CAI and the CAI control groups (F = 0.399; p = 0.529) and between the Teacher and the Teacher control groups (F = 0.307; p = 0.581). CONCLUSION: Sexual knowledge of CAI group did not differ from the control group. Computer competency of the students underlined CAI usage.


Subject(s)
Adolescent , Age Factors , Analysis of Variance , Computer-Assisted Instruction/instrumentation , Data Collection , Educational Measurement , Female , Health Knowledge, Attitudes, Practice , Humans , Male , Models, Educational , Multimedia , Surveys and Questionnaires , Schools , Sex Education/methods , Sexuality , Students , Time Factors
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