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1.
Revista Cubana de Informacion en Ciencias de la Salud ; 32(3), 2021.
Article in Spanish | Scopus | ID: covidwho-1787124

ABSTRACT

The research aimed to determine the impact of social isolation by COVID-19 on the media consumption habits among the Peruvian population. It was a simple descriptive study that included a sample of 3618 people between the ages of 18 and 69, residing in Peru. A Likert questionnaire of 36 items measuring 6 dimensions was applied online;the content validity of the instrument was evaluated by 20 experts, and the construct validity and reliability were evaluated in a pilot sample of 200 subjects. The results showed a positive impact of social isolation on media consumption habits (54,4 %), which was higher in the frequency of online media consumption (62.2 %), the usefulness of the media (59.1 %), the need for information about COVID-19 (47.7 %), the interactivity through the media (43.7 %), and the media preference (41.9%);whereas the null impact was predominant in the frequency of offline media consumption (46 %) and in the attitude towards the treatment of information about COVID-19 (48.4 %). It was concluded that the impact of social isolation by COVID-19 on media consumption habits among the studied population was positive, with greater incidence in online media. © 2021, Centro Nacional de Informacion de Ciencias Medicas. All rights reserved.

2.
15th European Conference on Game Based Learning, ECGBL 2021 ; 2021-September:912-915, 2021.
Article in English | Scopus | ID: covidwho-1566995

ABSTRACT

The use of teaching based and supported on technology and its assumptions are back on the agenda due to COVID-19. As it is commonly known, teachers have been exploring Digital Game-Based Learning (DGBL) tools, but due to the pandemic context some have also been trying to explore less traditional formats, namely Role-Playing Games (RPG). Boosting the use and (re)creation of technological and digital media made us, educators, reflect upon the need to rethink and shift the learning and teaching processes towards a more hypersensory and gamified approach, which would foster a more sustainable development of the pupil and the tackling of the so-called 21st century skills within the virtual or blended classroom. This paper aims at analyzing the state of the art regarding the use of Educational Digital Games (EDG) on teaching and learning processes, the potential of educational digital Role-Playing Games (EDRPG) as tools for supporting teaching and learning in primary contexts, including the Schoolers & Scholars platform. Preliminary findings suggest that RPG stimulate the development of creativity, logical reasoning, problem solving, cooperation, and interdisciplinarity in primary contexts. © The Authors, 2021. All Rights Reserved.

3.
5th Computational Methods in Systems and Software, CoMeSySo 2021 ; 231 LNNS:385-401, 2021.
Article in English | Scopus | ID: covidwho-1565079

ABSTRACT

In this study, the researchers developed 2 wearable hardware that utilizes Arduino Nano 33 BLE Sense as it’s microcontroller in the implementation of social distancing and contact tracing with an application and database. The application provides an indicator for risk status, notifications for social distancing if the two devices are within 100 cm of each other. The two devices were calibrated at a displacement value of 1 m and yielded a RSSI value of −69 dBm for device 1 and −67 dBm for device 2 respectively. The database also provides a manual override for the risk status that is displayed in the graphical user interface in the instances of human error. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

4.
Hawaii Journal of Health and Social Welfare ; 80(9 Suppl 1):71-77, 2021.
Article in English | MEDLINE | ID: covidwho-1472837

ABSTRACT

Hawai'i's Filipino community has been deeply impacted by coronavirus disease 2019 (COVID-19). This article reports the findings for the Filipino population from the Hawai'i Emergency Management Agency (HI-EMA) Community Care Outreach Unit (CCO) Unit evaluation assessment of the impact of COVID-19 on the health and social welfare of individuals across the state. The survey was conducted from August-September 2020. We propose recommendations to mitigate the impact of the pandemic on this community, including the following actions: (1) developing linguistically and culturally appropriate support for all COVID-19 related services, especially for the high number of older Filipinos with limited English proficiency, (2) providing support and resource information in locations that are accessible to Filipino communities, and (3) supporting those already doing work to address the deep and diverse needs in the Filipino community with funding. Building partnerships between existing Filipino organizations, health and social service providers, and state agencies will contribute to sustainability over time.

5.
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao ; 2021(E39):33-49, 2021.
Article in Spanish | Scopus | ID: covidwho-1129949

ABSTRACT

Objective. To characterize and compare the change in media consumption habits and attitude towards information about COVID-19 in Peruvian university students in a situation of social confinement. Methods. It was a cross-sectional, descriptive, simple and comparative study, comprised 2,613 university students. The scale of media consumption habits and attitude towards information on COVID-19 was applied to them. It was validated and reliable. Results. In consumer habits, the change was positive in 33%. Negative in 11.3%. There was no change in 55.7%. The attitude towards information about COVID-19 was neutral in 76.6%, positive in 16.7% and negative in 6.7%. Conclusion. The change in media consumption habits was not significant, but had a positive trend, and the attitude towards information about COVID-19 was neutral, with significant differences only by gender. © 2021, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved.

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