Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 3 de 3
Filter
Add more filters










Publication year range
1.
Podium (Pinar Río) ; 15(2): 263-278, mayo.-ago. 2020.
Article in Spanish | LILACS-Express | LILACS | ID: biblio-1125389

ABSTRACT

Resumen En estos tiempos modernos, donde las exigencias son cada vez mayores y los adelantos de la ciencia y la técnica avanzan vertiginosamente, se necesita priorizar los esfuerzos hacia una educación cada vez más desarrolladora. Por tanto, hay que proporcionarle importancia al aprendizaje, el desarrollo de habilidades, las capacidades físicas, los valores humanos y recursos personológicos, en sentido general, en función de un desarrollo integral de la personalidad. Se aplicó una entrevista, encuesta y la observación realizada al turno de juego en los escolares del primer ciclo y se constató que los estudiantes prefieren la enseñanza del ajedrez mediante juegos. El objetivo consistió en proponer un sistema de juegos para la familiarización con el ajedrez en los escolares del primer ciclo, el cual se ha estructurado sobre la base de la realidad y objetividad, partiendo de los preceptos más actuales sobre la temática en cuestión. Luego de la aplicación, los resultados fueron favorables en función de la enseñanza del ajedrez.


Resumo Nestes tempos modernos, em que as exigências são cada vez maiores e os avanços da ciência e da tecnologia progridem a um ritmo vertiginoso, há que dar prioridade aos esforços no sentido de uma educação cada vez mais orientada para o desenvolvimento. Por conseguinte, deve ser dada prioridade à aprendizagem, ao desenvolvimento de competências, capacidades físicas, valores humanos e recursos das pessoas, de um modo geral, em termos do desenvolvimento global da personalidade. Foi realizada uma entrevista, um inquérito e uma observação do tempo de jogo dos alunos do primeiro ciclo e verificou-se que os alunos preferem o ensino do xadrez através dos jogos. O objectivo era propor um sistema de jogos para familiarizar os alunos com o xadrez no primeiro ciclo, o qual foi estruturado com base na realidade e objetividade, com base nos preceitos mais atuais sobre o tema em questão. Após a aplicação, os resultados foram favoráveis em termos do ensino do xadrez.


Abstract In these modern times, where the demands are ever greater and the advances in science and technology progress at a dizzying rate, emphasis needs to be placed on efforts towards an ever more developing education. Therefore, priority must be given to learning, to the development of skills, physical abilities, human values and personal resources, in a general sense, in terms of the comprehensive development of the personality. An interview, a survey and observation of the playing time of schoolchildren in the first cycle were carried out and it was found that students prefer the teaching of chess through games. The objective was to propose a system of games to familiarize students with chess in the first cycle, which has been structured based on reality and objectivity, based on the most current precepts on the subject in question. After the application, the results were favorable in terms of the teaching of chess.

2.
J Stroke Cerebrovasc Dis ; 29(2): 104500, 2020 Feb.
Article in English | MEDLINE | ID: mdl-31818679

ABSTRACT

BACKGROUND: The prevalence of falls can be as high as 73% in the stroke population. Falls occur as a result of multiple factors. Factors such as balance impairments can be improved through physical therapy intervention. However, insurance payers limit the number of visits per patient. It is crucial to find other ways to assess balance after discharge from rehabilitation. PURPOSE: The purpose of this study is to determine if the Nintendo Wii Fit can be used as a fall risk assessment tool among the poststroke population. METHODOLOGY: A sample of 11 stroke survivors were recruited (mean age 63.36 years). Each participant completed a balance and fall risk assessment using the Berg Balance Scale, Timed Up & Go, Four Square Step Test, Five Times Sit-to-Stand and 8-Foot Walk Test. Bivariate correlation will examine the validity of the Nintendo Wii Fit as a fall risk assessment tool in this population. RESULTS: The Nintendo Wii Fit Balance Test was found to be correlated with gait speed measured by the 8-Foot Walk Test. There is no correlation between the Wii Fit Balance Tests and most common standardized fall risk measures. Standardized fall risk outcome measures also significantly correlate with each other. CONCLUSIONS: The study suggests that while there is a potential utility of the game system to be used at home by patient and caregivers, the Wii Fit Balance Test may not be an appropriate substitute to the standardized fall risk assessment tool for stroke patients in the clinical setting.


Subject(s)
Accidental Falls , Gait , Physical Examination/instrumentation , Postural Balance , Sensation Disorders/diagnosis , Stroke/diagnosis , Video Games , Accidental Falls/prevention & control , Female , Humans , Male , Middle Aged , Predictive Value of Tests , Risk Assessment , Risk Factors , Sensation Disorders/etiology , Sensation Disorders/physiopathology , Sensation Disorders/therapy , Stroke/complications , Stroke/physiopathology , Stroke/therapy , Stroke Rehabilitation
3.
Brain Inj ; 30(7): 855-63, 2016.
Article in English | MEDLINE | ID: mdl-27029647

ABSTRACT

BACKGROUND: Occurrences of strokes often result in unilateral upper limb dysfunction. Dysfunctions of this nature frequently persist and can present chronic limitations to activities of daily living. METHODS: Research into applying virtual reality gaming systems to provide rehabilitation therapy have seen resurgence. Themes explored in stroke rehab for paretic limbs are action observation and imitation, versatility, intensity and repetition and preservation of gains. Fifteen articles were ultimately selected for review. The purpose of this literature review is to compare the various virtual reality gaming modalities in the current literature and ascertain their efficacy. RESULTS: The literature supports the use of virtual reality gaming rehab therapy as equivalent to traditional therapies or as successful augmentation to those therapies. While some degree of rigor was displayed in the literature, small sample sizes, variation in study lengths and therapy durations and unequal controls reduce generalizability and comparability. CONCLUSIONS: Future studies should incorporate larger sample sizes and post-intervention follow-up measures.


Subject(s)
Stroke Rehabilitation/methods , Upper Extremity/physiopathology , Video Games , Virtual Reality Exposure Therapy/methods , Activities of Daily Living , Humans , Stroke/physiopathology
SELECTION OF CITATIONS
SEARCH DETAIL
...