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1.
PLoS One ; 19(7): e0306712, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38976658

RESUMO

In oral pathology, virtual clinical scenario illustrating dentist-patient interactions can be utilized by both students and health professionals to deliver/gain knowledge and make clinical diagnosis of oral lesions. Role play is also an educational technique which is designed to engage and motivate students in classrooms. This study aimed to compare usefulness of virtual clinical scenario and role play in learning oral pathology among second-year dental students. The students were randomly divided to one of the two groups: virtual clinical scenario group (n = 50) and role play group (n = 50). Virtual clinical scenario group was provided with virtual clinical cases of oral lesions through Google Forms whereas role play group was exposed to virtual clinical cases of oral lesions through role playing activity. Both groups underwent assessments before and after the intervention. Students' perceptions on usefulness of both techniques in terms of diagnosis, visual parameters and impact on learning were evaluated by feedback questionnaire. Data were analyzed using Statistical Package for the Social Sciences version 27.0. Wilcoxon signed-rank test was used to compare pre-test and post-test scores. Additionally, the scores and students' responses from both groups were compared using the Mann-Whitney U test. A P-value of < 0.05 was set as statistically significant. Students in both groups showed significantly higher post-test scores compared to their pre-test scores (P < 0.001). However, the role play group outperformed the virtual clinical scenario group, with a significantly higher post-test score (P = 0.04). Furthermore, feedback concerning role play was significantly higher than that for the virtual clinical scenario across multiple aspects (P < 0.05). Our findings suggest that role play emerges as the preferred method, significantly enhancing dental students' learning experiences in oral pathology.


Assuntos
Educação em Odontologia , Estudantes de Odontologia , Humanos , Estudantes de Odontologia/psicologia , Educação em Odontologia/métodos , Feminino , Masculino , Patologia Bucal/educação , Aprendizagem , Desempenho de Papéis , Inquéritos e Questionários , Adulto Jovem , Avaliação Educacional , Adulto
2.
Trends Parasitol ; 40(7): 537-540, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38853078

RESUMO

Careful observation of parasites, masters of camouflage, reveals an ingenious and fascinating world. However, students often perceive parasitology as impenetrable. What if a flamboyant flea circus director passionately introduced the multidimensional contexts of this discipline? Will role-play capture the imagination of students and guide them in their future learning?


Assuntos
Parasitologia , Animais , Humanos , Parasitologia/educação , Parasitologia/tendências , Desempenho de Papéis , Estudantes/psicologia , Ensino
3.
Adv Physiol Educ ; 48(3): 578-587, 2024 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-38841749

RESUMO

Student engagement while learning a new, unfamiliar vocabulary is challenging in health science courses. A group role-play activity was created to teach students medical terminology and learn why its correct usage is important. This activity brought engagement and relevance to a topic traditionally taught through lecture and rote memorization and led to the development of an undergraduate and a stand-alone introductory course to teach students medical terminology. The undergraduate course was designed to be a fully online medical terminology course for health science students and a face-to-face course for first-year dental students founded in active learning and group work. The course's centerpiece learning activity focused on using published case studies with role-play. In this group activity, students are challenged to interpret a published patient case study as one of the members of a healthcare team. This course models the group work inherent in modern health care to practice building community and practicing professional skills. This approach gives students the capacity to work asynchronously in a team-based approach using our learning management system's wiki tool and requires students to take responsibility for their learning and group dynamics. Students practice identification, writing, analyzing, and speaking medical terms while rotating through the roles. Students in both classes self-reported a 92% to 99% strong or somewhat agreement using a five-point Likert scale that the course pedagogy was valued and helpful in their learning of medical terminology. Overall, this method has proven to be an engaging way for students to learn medical terminology.NEW & NOTEWORTHY Role-play can engage students and encourage learning in identification, pronouncing, writing, and understanding medical terminology in multiple course formats.


Assuntos
Terminologia como Assunto , Humanos , Desempenho de Papéis , Aprendizagem , Aprendizagem Baseada em Problemas/métodos , Currículo , Educação a Distância/métodos
5.
Adv Physiol Educ ; 48(3): 498-504, 2024 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-38695082

RESUMO

Embedding clinically relevant learning experience in basic science subjects is desired for the preclinical phase of undergraduate medical education. The present study aimed to modify case-based learning (CBL) with a role-playing situational teaching method and assess the student feedback and learning effect. One hundred seventy-six sophomore students majoring in clinical medicine from Harbin Medical University were randomly divided into two groups: the control group (n = 90), who received traditional hybrid teaching, and the experimental group (n = 86), who received the role-playing situational teaching. Students in the experimental group were given a 1-wk preclass preparation to dramatize a hyperthyroidism scenario through online autonomous learning of thyroid physiology and performed the patient's consultation process in class, followed by a student presentation about key points of lecture content and a question-driven discussion. A posttest and questionnaire survey were conducted after class. The test scores of the two groups had no statistical differences, whereas the rate of excellence (high scores) of the experimental group was significantly higher than that of the control group. Furthermore, the record of online self-directed learning engagements was significantly improved in the experimental group. In the questionnaire, >70% of the students showed positive attitudes toward the role-playing situational teaching method and were willing to participate in other chapters of the physiology course. Such results show that CBL supported by a role-playing situational teaching method encourages active learning and improves the application of basic knowledge of physiology, which can be incorporated in the preclinical curricula to bridge the gap between theory and practice.NEW & NOTEWORTHY Formal application through structured role-play is often overlooked in physiology education. In traditional case-based learning (CBL), clinical cases are the subject and unfocused discussion often occurs. The present study aimed to modify CBL with a role-playing situational teaching method and assess the student feedback and learning effect. The results show that the new teaching model encourages active learning and improves the application of basic knowledge of physiology.


Assuntos
Educação de Graduação em Medicina , Fisiologia , Aprendizagem Baseada em Problemas , Estudantes de Medicina , Humanos , Fisiologia/educação , Aprendizagem Baseada em Problemas/métodos , Educação de Graduação em Medicina/métodos , Feminino , Endocrinologia/educação , Masculino , Desempenho de Papéis , Ensino , Avaliação Educacional/métodos , Adulto Jovem
6.
Curr Pharm Teach Learn ; 16(8): 102112, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38795610

RESUMO

INTRODUCTION: Due to the significance of interpersonal empathy and emotional intelligence in pharmaceutical practices, it has become essential to emphasize its importance in pharmacy education. The aim of this study is to provide pharmacy students, who require proper communication skills throughout their professional careers, with a simulation-based intervention focusing on empathy and emotional intelligence, and to evaluate the influence of this educational intervention on emotional intelligence and empathy levels. METHODS: The methodological approach adopted in this study aims to integrate both qualitative and quantitative data for a comprehensive analysis, that is, the mixed method, and to provide in-depth answers to the research questions. RESULTS: There was a difference observed in the change in empathy and emotional intelligence scores between the control and intervention groups. When the pre-test and mid-test results with the intervention group were analyzed, there was a difference in the values for emotional intelligence when only education was offered. Conversely, no difference was found in empathy scores under the same conditions. In the intervention group, after the implementation of both training and simulation practice resulted in a difference in the scores for emotional intelligence and empathy when comparing the results before and after the test. Gender and the interaction between gender and group had small effect sizes on both empathy and emotional intelligence. The comprehensive data collected from these interviews enabled a rigorous thematic analysis, culminating in the identification of three primary themes accompanied by respective categories: the contribution of theoretical education to simulation, perceptions of simulation practice, the significance of debriefing sessions. Students highlighted the development of various communication skills, such as improving patient-provider relationships, conveying empathy to patients, being aware of and managing their emotions, and building self-confidence through simulated encounters and debriefing sessions. CONCLUSION: Based on these findings, it is recommended that simulation methods be made mandatory in pharmacy school curricula and be disseminated nationwide.


Assuntos
Educação em Farmácia , Inteligência Emocional , Empatia , Desempenho de Papéis , Estudantes de Farmácia , Humanos , Estudantes de Farmácia/psicologia , Estudantes de Farmácia/estatística & dados numéricos , Masculino , Feminino , Educação em Farmácia/métodos , Educação em Farmácia/normas , Educação em Farmácia/estatística & dados numéricos , Grupo Associado , Adulto , Treinamento por Simulação/métodos , Treinamento por Simulação/normas , Treinamento por Simulação/estatística & dados numéricos , Pesquisa Qualitativa , Inquéritos e Questionários
7.
BMC Med Educ ; 24(1): 432, 2024 Apr 22.
Artigo em Inglês | MEDLINE | ID: mdl-38649943

RESUMO

BACKGROUND: Although game-based applications have been used in disaster medicine education, no serious computer games have been designed specifically for training these nurses in an IEMT setting. To address this need, we developed a serious computer game called the IEMTtraining game. In this game, players assume the roles of IEMT nurses, assess patient injuries in a virtual environment, and provide suitable treatment options. METHODS: The design of this study is a retrospective comparative analysis. The research was conducted with 209 nurses in a hospital. The data collection process of this study was conducted at the 2019-2020 academic year. A retrospective comparative analysis was conducted on the pre-, post-, and final test scores of nurses in the IEMT. Additionally, a survey questionnaire was distributed to trainees to gather insights into teaching methods that were subsequently analyzed. RESULTS: There was a significant difference in the overall test scores between the two groups, with the game group demonstrating superior performance compared to the control group (odds ratio = 1.363, p value = 0.010). The survey results indicated that the game group exhibited higher learning motivation scores and lower cognitive load compared with the lecture group. CONCLUSIONS: The IEMT training game developed by the instructor team is a promising and effective method for training nurses in disaster rescue within IEMTs. The game equips the trainees with the necessary skills and knowledge to respond effectively to emergencies. It is easily comprehended, enhances knowledge retention and motivation to learn, and reduces cognitive load.


Assuntos
Jogos de Vídeo , Humanos , Estudos Retrospectivos , Feminino , Adulto , Desempenho de Papéis , Masculino , Inquéritos e Questionários
8.
Sci Rep ; 14(1): 9216, 2024 04 22.
Artigo em Inglês | MEDLINE | ID: mdl-38649451

RESUMO

To evaluate user perceptions and educational impact of gamified online role-play in teledentistry as well as to construct a conceptual framework highlighting how to design this interactive learning strategy, this research employed an explanatory sequential mixed-methods design. Participants were requested to complete self-perceived assessments toward confidence and awareness in teledentistry before and after participating in a gamified online role-play. They were also asked to complete a satisfaction questionnaire and participate in an in-depth interview to investigate their learning experience. The data were analyzed using descriptive statistics, paired sample t-test, one-way analysis of variance, and framework analysis. There were 18 participants who completed self-perceived assessments and satisfaction questionnaire, in which 12 of them participated in a semi-structured interview. There were statistically significant increases in self-perceived confidence and awareness after participating in the gamified online role-play (P < 0.001). In addition, the participants were likely to be satisfied with this learning strategy, where usefulness was perceived as the most positive aspect with a score of 4.44 out of 5, followed by ease of use (4.40) and enjoyment (4.03). The conceptual framework constructed from the qualitative findings has revealed five key elements in designing a gamified online role-play, including learner profile, learning settings, pedagogical components, interactive functions, and educational impact. The gamified online role-play has demonstrated its potential in improving self-perceived confidence and awareness in teledentistry. The conceptual framework developed in this research could be considered to design and implement a gamified online role-play in dental education. This research provides valuable evidence on the educational impact of gamified online role-play in teledentistry and how it could be designed and implemented in dental education. This information would be supportive for dental instructors or educators who are considering to implement teledentistry training in their practice.


Assuntos
Educação em Odontologia , Telemedicina , Humanos , Feminino , Masculino , Adulto , Telemedicina/métodos , Educação em Odontologia/métodos , Inquéritos e Questionários , Desempenho de Papéis , Educação a Distância/métodos , Adulto Jovem
9.
Am J Audiol ; 33(2): 575-585, 2024 Jun 04.
Artigo em Inglês | MEDLINE | ID: mdl-38573878

RESUMO

PURPOSE: The objectives of this study were to describe the clinical communication practices of student audiologists during case history taking and feedback giving using simulated peer role play consultations and to explore whether clinical communication skills outcomes can be achieved through simulated peer role play. METHOD: An exploratory, qualitative research design was used for this pilot study. A total of four simulated peer role play consultations were video-recorded, comprising two adult diagnostic audiology case scenarios. Eight online interviews were conducted with the student participants following the simulated audiological consultation. Analysis of the video-recorded sessions incorporated an interactional sociolinguistic focus, and interviews were analyzed using inductive thematic analysis. RESULTS: Findings from the video analysis and interviews were triangulated, with a specific focus on establishing commonalities in terms of communication skills of student clinicians, reflections of their own skills, and the simulated peer patient's reflections on the student clinician's skills. Although variation was noted in terms of case history taking skills, feedback giving was similar among all student clinicians. These communication practices are consistent with findings from related literature on consultations with real patients. Student clinicians reflected on feedback giving as more challenging than case history taking, with room for improvement suggested by the simulated peer patients. CONCLUSIONS: Our findings highlight key questions regarding the use of peer simulation in facilitating the development of communication skills for audiological consultations among student audiologists. We discuss some considerations for using this approach to clinical training more effectively. SUPPLEMENTAL MATERIAL: https://doi.org/10.23641/asha.25492804.


Assuntos
Audiologia , Comunicação , Simulação de Paciente , Grupo Associado , Pesquisa Qualitativa , Desempenho de Papéis , Humanos , Audiologia/educação , Projetos Piloto , Masculino , Feminino , Adulto , Competência Clínica , Encaminhamento e Consulta , Anamnese/métodos , Audiologistas
10.
Soc Psychiatry Psychiatr Epidemiol ; 59(7): 1269-1277, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38103057

RESUMO

PURPOSE: Mental Health First Aid (MHFA) training is embedded in various tertiary healthcare curricula. However, opportunities for students to practise their newly acquired MHFA skills before entering the clinical practice workforce are lacking. The purpose of this study was to explore pharmacy students' experiences of MHFA training and post-MHFA simulated psychosis care role-plays. METHODS: Final-year pharmacy students received MHFA training, after which they were invited to participate in simulated patient role-plays with trained actors, whilst being observed by peers, pharmacy tutors and mental health consumer educators (MHCEs). Immediately after each role-play, the role-playing student engaged in self-assessment, followed by performance feedback and debrief discussions with the tutor, MHCE and observing peers. All MHFA-trained students were invited to participate in audio-recorded focus groups to explore their experiences. Audio-recordings were transcribed verbatim and thematically analysed. RESULTS: MHFA training was delivered to 209 students, of which 86 participated in a simulated patient role-play as a role-player and the remaining students observed. Seven focus groups were conducted with 36 students (mean duration 40 min, SD 11 min). Five themes emerged: scenario reactions, realistic but not real, mental health confidence, MHFA skills application, feedback and self-reflection. CONCLUSION: Students enjoyed the post-MHFA simulated psychosis care role-plays, which provided opportunities to apply and reflect on their newly-acquired MHFA skills in a safe learning environment. These experiences enhanced students' confidence to support people in the community, experiencing mental health symptoms or crises, and could be an add-on to MHFA training in the future.


Assuntos
Currículo , Educação em Farmácia , Grupos Focais , Transtornos Psicóticos , Pesquisa Qualitativa , Estudantes de Farmácia , Humanos , Estudantes de Farmácia/psicologia , Transtornos Psicóticos/psicologia , Transtornos Psicóticos/terapia , Feminino , Masculino , Adulto , Desempenho de Papéis , Simulação de Paciente , Competência Clínica , Adulto Jovem
11.
Int J Palliat Nurs ; 29(8): 360-369, 2023 Aug 02.
Artigo em Inglês | MEDLINE | ID: mdl-37620141

RESUMO

BACKGROUND: Breast cancer is the most prevalent cancer among women. AIM: To investigate the impact of breast cancer on the husbands of Iranian women. METHODS: A content analysis based on a Callista-Roy adaptation model was conducted on 23 patients with breast cancer and their husbands and therapists. After asking questions about coping with cancer through telephone interviews, the following subcategories were obtained: role play and interdependence. Data analysis was completed via the Elo and Kyngas approach. RESULTS: Data analysis led to the production of 51 initial codes from participants' experiences. The category role-playing included three further sub-categories: primary role, secondary role and tertiary role. Independence/dependence problems included seven sub-categories: personal beliefs, love and heartfelt attachment, organised support, non-organised support, support failure, economic problems and dependence problems/independence. CONCLUSIONS: Husbands of women who have had a mastectomy have to take on new roles in their life in order to care for their wife. Also, despite the financial, spiritual, psychological, and medical support that they receive, husbands still felt that the support was insufficient.


Assuntos
Neoplasias da Mama , Mastectomia , Humanos , Feminino , Neoplasias da Mama/cirurgia , Cônjuges , Irã (Geográfico) , Desempenho de Papéis
12.
Apuntes psicol ; 41(2): 109-115, 12 mayo 2023. ilus, tab
Artigo em Espanhol | IBECS | ID: ibc-221837

RESUMO

El aprendizaje de estrategias para favorecer el bienestar ante un contratiempo y, a la vez, mejorar el desempeño, puede ser útil en la vida laboral de las personas. El objetivo del presente estudio fue explorar la relación entre la autocompasión y el desempeño laboral, contemplando la mentalidad de crecimiento como variable mediadora. Participaron 210 trabajadores que respondieron online a las versiones en español de los cuestionarios Implicit Theories of Intelligence Scale, Individual Work Performance Questionnaire y Self-Compassion Scale Short-Form. Se realizaron análisis de correlación mediante SPSS y análisis de mediación con PROCESS. Los resultados indicaron la existencia de relaciones significativas y positivas entre las variables. Además, se encontró un efecto indirecto significativo de la autocompasión sobre el desempeño laboral a través de la mentalidad de crecimiento. Se concluye que la mentalidad de crecimiento puede mediar totalmente el efecto de la autocompasión sobre el desempeño laboral (AU)


Learning strategies to promote well-being in the face of adversity and, at the same time, improve performance, can be useful in people’s working lives. The aim of the present study was to explore the relationship between self-compassion and work performance, considering growth mindset as a mediating variable. A total of 210 workers responded online to the Spanish versions of the Implicit Theories of Intelligence Scale, Individual Work Performance Questionnaire, and Self-Compassion Scale Short-Form. A correlational analysis was performed using SPSS and a mediational analysis with PROCESS. The results indicated the existence of significant and positive relationships between the variables. In addition, a significant indirect effect of self-compassion on job performance through growth mindset was found. It is concluded that growth mindset can fully mediate the effect of self-compassion on job performance (AU)


Assuntos
Humanos , Masculino , Feminino , Adulto Jovem , Adulto , Pessoa de Meia-Idade , 16360 , Desempenho Profissional , Engajamento no Trabalho , Desempenho de Papéis , Inquéritos e Questionários
13.
Biomed Res Int ; 2022: 1498692, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36573197

RESUMO

Objective: While simulated patients (SPs) are considered a standard tool in communication skills training, there is no evidence thus far of their comparative benefit to the more cost-effective option of student role playing. We compared the effectiveness of both approaches in developing patient-centred attitudes in students. Methods: We retrospectively compared students who participated in the clinical communication course (CCC), based on student role playing (CCCsp-, n = 160), to students who participated in the CCC with SPs (CCCsp+, n = 146), and students with no formal CCC (CCC-, n = 122). We used validated questionnaires to assess patient centredness. We also conducted focus group interviews (FGI) to better understand the impact of CCC with sp. Results: Students after the CCC with simulated patients achieved a significantly higher score in the patient-practitioner orientation scale than other groups (p < 0.001). Conclusions: There is a strong positive correlation between the implementation of simulated patients and patient-centred attitudes among students. Data from the FGI revealed that students perceived training with SP as more realistic, safe, and engaging than student role playing. Practice Implications. Our research provides evidence to justify costs and resources invested in simulated patient programs.


Assuntos
Desempenho de Papéis , Estudantes de Medicina , Humanos , Estudos Retrospectivos , Assistência Centrada no Paciente/métodos , Comunicação , Competência Clínica , Simulação de Paciente
14.
Acta Psychol (Amst) ; 230: 103758, 2022 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-36215803

RESUMO

This article proposes a framework to characterize joint action in digital spaces. "Digital joint action" maintains many known elements from physical, real-world joint action including representations relating to joint goals and individual subgoals, processes such as predicting and monitoring own and others' actions, and supporting coordination through signaling and direct communication. In contrast to social interaction in the real world, joint action performed online comes with a unique additional feature: Digital joint action is mediated through (more or less vividly visualized) avatars that are controlled by the individual users but also imply particular personas that come with their own skills and acting abilities. This makes digital joint action a highly interesting research field as it allows to investigate the cognitive principles of joint action that lie outside of the constraints of human physicality but are nevertheless embodied (i.e., in a virtual body). The aim of this article is two-fold: First, we introduce digital joint action as joint action between avatars in a digital environment, and we specify commonalities and differences between joint actions in the real world and in digital spaces to provide a framework for further research. Second, using a survey study among users of the popular massively multiplayer online role-playing game (MMORPG) Final Fantasy XIV, we provide empirical validation for our approach.


Assuntos
Jogos de Vídeo , Humanos , Jogos de Vídeo/psicologia , Interação Social , Desempenho de Papéis , Inquéritos e Questionários
15.
Curr Pharm Teach Learn ; 14(8): 1046-1052, 2022 08.
Artigo em Inglês | MEDLINE | ID: mdl-36055695

RESUMO

BACKGROUND AND PURPOSE: The purpose of the study was to develop and test a simple role-playing game (RPG) dedicated to the generic drug product research and development (R&D) process and evaluate the level of acceptance of this teaching method among pharmacy students. EDUCATIONAL ACTIVITY AND SETTING: Students were divided into small groups and participated in the RPG adventures, which led to descriptive characteristics of the development process of the fictional drug product. The depiction of the process in the adventure considered the milestones and obligatory actions to achieve the R&D goal. FINDINGS: The voluntary survey was completed by 59% (n = 72) of participants. Over 90% of the respondents stated that the game helped them better understand generic drug development. The RPG application allowed a narrative description of the process with the possibility of students' involvement in drug development that mixed regulatory, analytical, and technological issues. SUMMARY: The application of the RPG allowed the creation of a narrative description of the process with the possibility of involving students in complicated problematics concerning drug development that mixed regulatory, analytical, and technological aspects of this process.


Assuntos
Estudantes de Farmácia , Humanos , Motivação , Projetos Piloto , Pesquisa , Desempenho de Papéis
16.
Artigo em Inglês | MEDLINE | ID: mdl-35954855

RESUMO

Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around its underlying and related psychological mechanisms. In our study we focused on Massively Multiplayer Online Role Playing Games (MMORPGs), a specific very popular and engaging game genre, to determine that benefit, motivation and control aspects could be predictive of a dysfunctional engagement in gaming. In total, 313 participants were recruited from private forums of gamers between May 2009 and March 2010. They filled out a questionnaire on their socio-demographic data and their weekly gaming time. They also completed different psychometric assessments such as the DSM IV-TR criteria for substance dependence adapted to gaming such as the Dependence Adapted Scale (DAS), the external rewards they expected from gaming (External Motives), the expected internal reward they expected from gaming (Internal Motives), the Zuckerman Sensation Seeking Scale (ZSSS), and the Barratt impulsiveness Scale (BIS-10). Results showed that some psychological factors related to online gaming represented risk factors for GD in participants (i.e., competition and advancement motives, reduced anxiety, solace, greater personal satisfaction, and sense of power), whereas some others were found to be protective factors from GD (i.e., recreation, enjoyment and experience seeking) in participants. Additionally, the study found that disinhibition, boredom susceptibility, thrill and adventure seeking, and high impulsivity were correlated to GD in participants. In conclusion, not only motives for gaming and impulsivity could be predictors for GD, but maladaptive coping strategies based on experienced relief in-game from negative feelings (anxiety and boredom) or experienced improvement in-game of self-perception (personal satisfaction, sense of power) could play as well a role of negative reinforcers for GD. Some benefits from gaming, typically entertainment and enjoyment, are shown to be protective factors from GD, playing the role of positive reinforcing factors. They are worthy of being identified and promoted as functional gaming habits. These findings can feed the clinical and health promotion fields, with a more in-depth understanding of diverse psychological factors in gamers, identifying those at risk for GD and those protective from it. The current work can foster a more balanced approach towards gaming activities, taking their opportunities for mankind and controlling for their adverse effects in some individuals.


Assuntos
Comportamento Aditivo , Autocontrole , Jogos de Vídeo , Comportamento Aditivo/psicologia , Humanos , Internet , Recompensa , Desempenho de Papéis , Jogos de Vídeo/psicologia
17.
Rev. psicol. trab. organ. (1999) ; 38(2): 85-92, Ago. 2022. ilus, tab, graf
Artigo em Inglês, Espanhol | IBECS | ID: ibc-210603

RESUMO

One of the most determining factors of work performance is the degree of engagement of people to their work. That degree of engagement is influenced by both personal and organizational factors. The objective of this research is to analyze the connection between personal characteristics and organizational attributes with the work engagement of workers. The sample consisted of 286 employed workers; 83.5% were Spanish and 16.5% belonged to other Spanish-speaking countries. The mean age was 44.51 years (SD = 8.76) and 55.2% were women. For the prediction of work engagement, a hierarchical linear regression was carried out, first introducing the variables that evaluate personal characteristics (Big Five, entrepreneurial personality, emotional intelligence, and personal happiness) and, later, variables relating to organizational attributes (happiness work and organizational climate). General personality traits (Big Five) explain 22% of work engagement, this percentage rising to 47% when entrepreneurial personality is introduced in the model. Emotional intelligence does not explain additional variance, but personal happiness does. Happiness at work and organizational climate produce a significant increase and the explained variance rises from 55% to 63% when they are included in the model. Both the variables related to the personal characteristics of the employees and variables related to the organizational attributes jointly contribute to the explanation of the degree of work engagement. Workers with high scores on entrepreneurial personality traits achieve higher levels of work engagement, finding a moderating effect of the organizational climate in the relationship between people's autonomy and their work engagement.(AU)


Uno de los factores más determinantes del rendimiento laboral es el grado de compromiso de las personas con su trabajo. Ese grado de compromiso está influenciado tanto por factores personales como organizacionales. El objetivo de la presente investigación es analizar la relación entre las características personales y los atributos organizacionales con el compromiso laboral de los trabajadores. La muestra estuvo formada por 286 trabajadores por cuenta ajena, de los cuales el 83.5% eran españoles y un 16.5% pertenecía a otros países de habla hispana. La media de edad fue de 44.51 años (DT = 8.76) y el 55.2% eran mujeres. Para la predicción del compromiso laboral se llevó a cabo una regresión lineal jerárquica, introduciendo en primer lugar las variables que evalúan las características personales (Big Five, personalidad emprendedora, inteligencia emocional y felicidad personal) y posteriormente las relativas a los atributos organizacionales (felicidad laboral y clima organizacional). Los rasgos generales de personalidad (Big Five) explican el 22% del compromiso laboral, porcentaje que se eleva hasta el 47% cuando se introduce la personalidad emprendedora en el modelo. La inteligencia emocional no explica varianza adicional, pero sí la felicidad personal. La felicidad laboral y el clima organizacional producen un incremento significativo, pasando del 55 al 63% la varianza explicada cuando se incluyen en el modelo. Tanto las variables relacionadas con las características personales de los trabajadores como aquellas relativas a los atributos organizacionales contribuyen conjuntamente a explicar el grado de compromiso laboral. Los trabajadores con puntuaciones elevadas en los rasgos específicos de la personalidad emprendedora alcanzan mayores niveles de compromiso laboral, encontrándose un efecto moderador del clima organizacional en la relación entre la autonomía de las personas y su compromiso laboral.(AU)


Assuntos
Humanos , Masculino , Feminino , Engajamento no Trabalho , Avaliação de Desempenho Profissional , Previsões , Modelos Lineares , Felicidade , Inteligência Emocional , Personalidade , Psicologia , Trabalho , Desempenho de Papéis , Organizações , Gestão de Mudança
18.
New Dir Stud Leadersh ; 2022(174): 73-87, 2022 06.
Artigo em Inglês | MEDLINE | ID: mdl-35822217

RESUMO

This article describes a developmental framework for the application of role-playing games (RPGs) in leadership learning. RPGs relate to leadership learning on a range of levels from individual development, to team building, to parallel group processes. The variety and depth of learning and development potential in RPGs is very exciting, particularly the potential for collective creativity associated with the need for leadership that transforms communities. Many established learning frameworks used for leadership/adult learning are included and an original framework for adopting a developmental understanding is explained.


Assuntos
Liderança , Aprendizagem , Desempenho de Papéis , Adulto , Processos Grupais , Humanos
19.
New Solut ; 32(2): 144-154, 2022 08.
Artigo em Inglês | MEDLINE | ID: mdl-35686304

RESUMO

Researchers, corporate decision-makers, government agencies, and international bodies want to know how to improve safety and limit the serious social and economic consequences of occupational injuries. Understanding how to deliver effective training is important to achieving this aim. Gamification is considered a new frontier in effective safety training. This study tested the use of gamification in safety training, considering two Italian companies that used a live-action role-play methodology called "PratiCARE la Sicurezza." Workers who were required by Italian law to receive safety training or retraining participated in a pre-post study. Collection of measures relating to knowledge, attitudes, behaviors, and perception of the health and safety climate took place at baseline and immediately after the intervention. Participants' average safety knowledge at the end of the training was significantly better than the initial level, indicating that the training improved workers' knowledge level.


Assuntos
Saúde Ocupacional , Traumatismos Ocupacionais , Humanos , Itália , Traumatismos Ocupacionais/prevenção & controle , Desempenho de Papéis
20.
Evol Psychol ; 20(2): 14747049221109388, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35733406

RESUMO

Sex differences in the use of competitive tactics have been well established. Although many factors may contribute to these sex differences, according to social role theory (SRT), stereotypes and expectations about men's and women's typical social roles are crucial. We addressed the potential impact of social roles by studying massively multiplayer online role-playing games (MMORPGs), a setting where individuals represent themselves with avatars and thus enjoy the opportunity to compete without regard to the typical expectations and behaviors associated with men's and women's roles. We surveyed players via MTurk (63 women, 191 men) and Reddit (166 women, 1,326 men) regarding their frequency of engaging in five competitive behaviors and the sex and role of their primary avatar. As expected, there were reliable sex differences in competitiveness: men were more likely than women to engage in player-versus-player duels (MTurk d = 0.19; Reddit d = 0.51), do solo runs of difficult content (0.30, 0.35), and work to acquire expensive items (0.32, 0.19); women were more likely than men to seek in-game awards (-0.38, -0.36) and spend real-world money on expensive microtransactions (-0.16, -0.27). Contrary to SRT, these sex differences in forms of competitive behavior were generally unrelated to players' chosen avatar sex or avatar role. These results instead indicate that sex differences in competitiveness largely reflect evolved predispositions.


Assuntos
Jogos de Vídeo , Feminino , Humanos , Internet , Masculino , Desempenho de Papéis , Caracteres Sexuais , Inquéritos e Questionários , Jogos de Vídeo/psicologia
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