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1.
São Paulo; s.n; 2014. 84 p. ilus, tab, graf.
Thesis in Portuguese | LILACS | ID: lil-716094

ABSTRACT

Segundo dados oficiais, há no Brasil 45 milhões de pessoas com alguma deficiência, o que corresponde a 23,5 por cento da população, este número tem crescido devido a diversos fatores, entre eles ao aumento da morbidade que acarretam deficiências motoras e cognitivas. À luz deste quadro abordam-se as possibilidades de recursos e serviços desenvolvidos para proporcionar ou aumentar habilidades funcionais de indivíduos com deficiência, com o objetivo de promover a vida independente e a inclusão, definidos como Tecnologia Assistiva. Espera-se que estes novos aplicativos contribuam na desestigmatização da deficiência no âmbito da sociedade, contribuindo para que a coletividade perceba o deficiente em toda sua potencialidade. Objetivo: analisar a aderência de crianças e adolescentes com deficiências físicas em relação a personagem virtual com deficiência física. Método: trata-se de um estudo transversal aninhado ao desenvolvimento e utilização de um aplicativo na forma de jogo eletrônico a ser instalado em plataforma IOS para telefones celulares. População: 29 crianças e adolescentes entre seis e dezoito anos de idade, cadeirantes devido a lesões dos sistemas músculo-esquelético, portadores da Distrofia Muscular de Duchenne (DMD), que possuam cognição para a compreensão e capacidade motora para a utilização do aplicativo, em seguimento no Ambulatório de Distrofia Muscular do Hospital das Clínicas da Universidade de São Paulo. Coleta de dados: o aplicativo desenvolvido prevê a exposição aleatória de 3 avatares como personagens principais do jogo, sendo a disposição dos personagens em tela, personagem escolhido, tempo de decisão, número de escolhas e tempo de permanência no jogo automaticamente registrados pelo programa. Paralelamente às informações coletadas automaticamente, cada criança, junto ao cuidador responde a 2 formulários (antes e depois) com informações sócio-demográficas, clínicas e sobre suas impressões sobre o jogo...


According to official data, in Brazil 45 million people live with disabilities, which corresponds to 23.5 per cent of the population, this number has grown due to several factors, including the increased morbidity that cause motor and cognitive disabilities. This framework address the possibilities of resources and services designed to provide or enhance functional abilities of individuals with disabilities in order to promote independent living and inclusion, defined as Assistive Technology. Expected that new applications can contribute to the end of stigmatization of disability within society, contributing for the community perceives all potentials existing in people with disabilities. Objective: To analyze the adherence of children and adolescents with physical disabilities regarding to an avatar with physical disabilities. Method: it is a cross-sectional study with a development and use of an application f electronic game to be installed on iOS platform for mobile phones. Population: 29 children and adolescents between six and eighteen years old, wheelchair due the muscular systems injuries, patients with Duchenne Muscular Dystrophy (DMD), with cognition for understanding and motor ability to use the application, supported at Muscular Dystrophy Ambulatory of Hospital das Clinicas da Universidade de São Paulo. Data collection: the developed application provides random display of 3 avatars as main characters of the game, the chosen avatar, the decision time and the number of choices was automatically recorded. Before and after the game, each participant answer questions about socio-demographic, clinical, and game impressions. Data analysis: mean and median of the data are presented in simple frequency tables and analyzed using statistical techniques for continuous and categorical data. The level of significance was set at alpha <= 0.05 and power of the test by 20 per cent...


Subject(s)
Humans , Child , Disabled Children/psychology , Child Rearing/psychology , Identification, Psychological , Play and Playthings , Reality Therapy/methods , Cross-Sectional Studies , Muscular Dystrophy, Duchenne , Cell Phone/instrumentation
2.
Journal of Korean Academy of Nursing ; : 1485-1492, 2005.
Article in English | WPRIM | ID: wpr-82517

ABSTRACT

PURPOSE: The present study aims to verify the effectiveness of the reality therapy for patients with schizophrenia. METHODS: It is designed as a quasi-experimental study by which a nonequivalent control group pretest-posttest is conducted. The test was conducted with 30 patients with schizophrenia who were hospitalized at a mental hospital in South Korea. Fifteen of the patients participated in the reality therapy program while another 15 in the control group. The effects are measured by marking scores in the areas of the locus of control, selfesteem, and problem-focused stress coping of each participant. RESULTS: The general characteristics and dependent variables related to outcome variables were controlled to be equal between the two groups. It turns out that the internal locus of control, self-esteem, and problemfocused stress coping are statistically significant. CONCLUSION: Findings show that the reality therapy caused positive changes in terms of the internal locus of control, self-esteem, and problem-focused stress coping of the observed schizophrenic patients.


Subject(s)
Middle Aged , Male , Humans , Female , Adult , Stress, Psychological/prevention & control , Self Concept , Schizophrenic Psychology , Schizophrenia/therapy , Reality Therapy/methods , Korea , Internal-External Control
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