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1.
Estud. Psicol. (Campinas, Online) ; 35(2): 217-228, abr.-jun. 2018. tab
Artigo em Português | LILACS | ID: biblio-953517

RESUMO

Os jogos eletrônicos, impulsionados pelo largo uso de tecnologias digitais interativas, popularizaram-se entre os jovens, que os incorporam em suas rotinas de vida. Os universitários das licenciaturas de universidades brasileiras, cuja maioria é de jovens, foram questionados sobre a frequência de uso dessas tecnologias interativas, na tentativa de se estabelecerem associações entre o uso de jogos eletrônicos e as funções executivas relacionadas à atenção e à capacidade de resolução de problemas. Essas funções foram avaliadas pelos participantes a partir de comportamentos descritos, tomados como indicativos relacionados à atenção e à resolução de problemas. A amostra foi composta por 620 universitários de 15 a 61 anos (143 homens e 457 mulheres) de sete Estados brasileiros, que responderam a um questionário online. Os resultados apontaram uma associação entre a frequência do uso dos jogos eletrônicos e a atenção, especialmente em relação à habilidade dos participantes em conseguirem fazer mais de uma tarefa ao mesmo tempo e, também, ao fato de priorizarem a precisão em vez da rapidez. A partir disso, infere-se que os jogos eletrônicos constituem uma experiência interativa e imersiva que pode influenciar o desempenho e o exercício de várias habilidades cognitivas.


Electronic games, were driven by the widespread use of interactive digital technologies, wich became popular among young people who incorporate it into their daily lives. The Brazilian's university students, whose the majority is young, were asked about the use frequency their use of video games and these interactive technologies in an attempt to establish associations between the use of electronic games and the executive functions related to attention and problem-solving ability. These functions are evaluated by participants trough behaviors described that can be as indicators related to attention and problem solving. The sample was composed by 620 students from 15-61 years (143 men and 457 women) from seven Brazilian states who answered an online questionnaire. The results point to an association between the frequency of the use of electronic games and attention, especially related to the ability to do more than one task at the same time and the fact that they priorize the accuracy rather than speed. From this, it is inferred to conclude that electronic games are constituted as an interactive and immersive experience that can influence the performance of various cognitive abilities in this population.


Assuntos
Humanos , Masculino , Feminino , Resolução de Problemas , Atenção , Jogos de Vídeo
2.
Menopause ; 20(10): 1012-9, 2013 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-23531689

RESUMO

OBJECTIVE: This study aims to investigate the effects of an aquatic exercise program (HydrOS) on neuromuscular function and falls among postmenopausal women. METHODS: One hundred eight postmenopausal women (mean [SD] age, 58.8 [6.4] y) were randomly divided into the control group (CG; n = 44) and the aquatic exercise group (AEG; n = 64). Both groups received elementary calcium 500 mg/day and cholecalciferol 1,000 IU/day. For 24 weeks, the AEG participated in the aquatic exercise program, whereas the CG remained sedentary. The following variables were measured before and after the program: number of falls and fallers (7 mo before and after the intervention); flexibility, using Wells' Sit-and-Reach Test (FLEX); static balance, using the Unipedal Stance Test (UST); mobility, using the Timed-Up-and-Go test (TUG); handgrip strength of the dominant hand (HGS); and maximal isometric strength of back extensor muscles (SBE), strength of hip flexor muscles (SHF), and strength of knee extensor muscles (SKE). The muscle strength tests were considered the primary outcome, whereas the other neuromuscular tests, together with falls, were considered secondary outcomes. Results were significant when P ≤ 0.05. RESULTS: Serum 25-hydroxyvitamin D significantly increased by 21% in the CG and by 23% in the AEG (P < 0.001). The number of falls and fallers after the program remained unchanged in the CG; in the AEG, the mean number of falls decreased from 2.00 to 0.29 (P < 0.0001), and the number of fallers decreased by 44% (P < 0.0001). All neuromuscular variables significantly improved in the AEG: FLEX (26.6%; P < 0.0001), UST (14.1%; P < 0.001), TUG (23.7%; P < 0.001), HGS (13.4%; P < 0.001), SBE (26.2%; P < 0.001), SHF (18.5%; P = 0.039), and SKE (7.7%; P < 0.001). In the CG, significant improvements in FLEX (12.2%; P = 0.009), UST (4.5%; P < 0.001), TUG (10%; P < 0.001), and SHF (5.7%; P = 0.039) were observed and could be explained by increasing serum 25-hydroxyvitamin D level attributable to supplementation. CONCLUSIONS: The aquatic exercise program HydrOS is a safe and efficient way to improve physical function and to reduce falls among postmenopausal women.


Assuntos
Acidentes por Quedas/prevenção & controle , Pós-Menopausa/fisiologia , Natação/fisiologia , Idoso , Cálcio/administração & dosagem , Cálcio da Dieta/administração & dosagem , Colecalciferol/administração & dosagem , Suplementos Nutricionais , Exercício Físico/fisiologia , Feminino , Humanos , Pessoa de Meia-Idade , Força Muscular , Músculo Esquelético/fisiologia , Maleabilidade , Equilíbrio Postural , Estudos Prospectivos , Comportamento Sedentário , Vitamina D/análogos & derivados , Vitamina D/sangue
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