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- Computer-based neuropsychological rehabilitationPublication . Dores, Artemisa Rocha; Barbosa, Fernando; Guerreiro, Sandra; Almeida, Isabel; Carvalho, Irene PalmaresNeurocognitive rehabilitation of people with acquired brain injury (ABI) is a part of neuropsychological rehabilitation that has gained increased interest in response to the growing incidence of this type of injury and to the possibility of post-injury survival, often associated with physical and cognitive deficits, as well as emotional and behavioral changes. These problems call for the need of innovative interventions that can overcome the limitations of traditional approaches to ABI.
- Escala de compromisso organizacional - afectivo, normativo e de continuidade (ECO-ANC)Publication . Martins, Helena; Rebelo, Teresa; Tomás, InêsA escala de compromisso organizacional (Affectíve, Normative and Continuance Commitment Scales. no original) de Meyer eAllen (1991, 997; Allen, &Meyer, 1990) visa avaliar a relação de vinculação que o trabalhador estabelece com a organização onde trabalha. De acordo com os seus autores, o compromisso organizacional é um constructo tri-dimensional, pelo que este instrumento avalia três dimensões ou componentes (em vez de tipos de compromisso, uma vez que estes podem co-existir no mesmo indivíduo); a componente afectiva (affective commitment - compromisso afectivo), a componente normativa (normative committnent - (compromisso normativo) e a componente de continuidade (continuance (commitment - compromisso de continuidade).
- Fun and games: how to actually create a gamified approach to health education and promotionPublication . Martins, Helena; Dores, Artemisa RochaGamification is a relatively new approach that allows the use of videogame design techniques in contexts that are originally not game related, including for the promotion and education of health outcomes. Gamification has been used in many contexts, but healthcare practices, wich include often boring, frustrating, or painful tasks, can especially benefit from the fun enjoyable games people play for entertainment purposes. Games can be helpful both promoting na increase in health knowledge and behaviors, as well as the positive emoticons elicited by health-related contentes and behaviors. This chapter begins by discussing the concept of gamification, the gamification toolbox, and gamer taxonomies and the diferente uses of gamification and game-based approaches in the healthcare contexto are explored, to figure out what the key sucess elements are and why this promising approach has yet to achieve its wide-spread potential use. (258-278)
- Incidence of burnout among medical dosimetrists in portugalPublication . Gonçalves, Dina; Sucena, AnaBurnout is a pathologic response to chronic occupational stress resulting from the lack of coping strategies that assist the individual to comply with the working demands. Burnout is a cause of serious consequences for both the individual and the organization. Given the lack of studies on the incidence of this disease in medical dosimetrists in Portugal, this study aims to compensate for this gap. The method used for data collection was a survey divided into three parts. The first part was designed to evaluate the sociodemographic and professional conditions of the sample. The second part of the survey was based on the Copenhagen Burnout Inventory (CBI) and the third part was based on the Maslach Burnout Inventory (MBI). The survey was distributed to all medical dosimetrists working in public and private institutions in Portugal which gave the authorization to participate in this study. We evaluated 17 medical dosimetrists (physicists and radiation therapists), engaged in six Portuguese public and private institutions. Our results reveal an incidence of burnout between 35.3% (CBI) and 88.2% (MBI), manifested by worrying results on the sub-scales of personal burnout, work-related burnout, emotional exhaustion and personal accomplishment. For this study, the questionnaires were adapted and tested, having been considered valid for the Portuguese population, however, more detailed formal validation should be carried out in future studies.
- Neuropsychological assessment from traditional to ICT-based instrumentsPublication . Almeida, Isabel; Dores, Artemisa Rocha; Pinto, Paula; Guerreiro, Sandra; Barbosa, FernandoClinical Neuropsychology can be defined as the field of knowledge dedicated to the study of brain (dys)function in its relations to cognition, emotion and behavior. The development of this applied field is associated with the recognition, from several areas of knowledge, that people’s behaviors and reactions are dependent on brain structures (Stringer, Cooley, & Christensen, 2002). This idea had been present in medical practice for several epochs, but it has gradually diminished its presence under the influence of other beliefs. World War II prompted the growth of neuropsychology as a scientific discipline, and revival of interest in brain-behavior understanding (Camargo, Bolognani, & Zuccolo, 2008). The necessity to evaluate, diagnose and rehabilitate cognitive, emotional and behavioral disorders presented by brain injured soldiers constituted a crucial moment for clinical neuropsychological practices. It created large-scale demands for neuropsychological evaluations and rehabilitation programs, promoting the development of observational and experimental studies about brain (dys)functions, and refined examination and intervention methods. In the last decades, with the development of advanced neuroimaging techniques, the knowledge of biological and biochemical basis of brain structures has progressed the understanding of mechanisms underpinning our behaviors and thoughts. These techniques have been widely diffused and used for the detection and localization of brain damage areas (Buckner, Wheeler, & Sheridan, 2001). As a consequence neuropsychological assessment had to change it’s primarily goal and focus of interest away from an emphasis on helping to identify hypothesized lesion locations. It must now assist clinicians in understanding the extension and impact of cognitive, behavioral and socio-emotional consequences of brain injury on people’s life in an integrated basis with current advances (Camargo et al., 2008).
- Neuropsychology rehabilitationPublication . Guerreiro, Sandra; Dores, Artemisa Rocha; Castro-Caldas, Alexandre; Barbosa, FernandoAcquired Brain Injury (ABI) is currently recognized by the World Health Organization as being an issue of public health, usually resulting in disorders which impact the different areas of human functioning – biological, psychological and social. Developments in medicine and in acute and sub-acute healthcare now permit a good level of physical-functional recovery. It is the psychological effects however (cognitive, emotional and behavioral) - most persistent in the long term - which are the main cause of the difficulties that ABI patients have in reintegration into their various life contexts. For this reason, ABI has been referred to as a ‘silent epidemic’.
- A promoção do processo de reconhecimento, validação e certificação de competências pelas organizações: impacto na relação do trabalhador com a organizaçãoPublication . Martins, Helena; Rebelo, Teresa; Tomás, InêsO processo de Reconhecimento, Validação, e Certificação de Competências (RVCC), é uma forma inovadora de validar e certificar indivíduos num determinado nível acadêmico, independentemente do seu background escolar. Deste modo, o objetivo principal deste processo em Portugal ê validar as aprendizagens informais e não formais dos indivíduos, atribuindo-lhes uma espécie de equivalência formal. Com o crescente interesse na qualificação dos trabalhadores e o apoio governamental, as organizações portuguesas estão a promover cada vez mais este processo nas suas instalações e horário laboral. Na verdade, várias firmas portuguesas revelam atualmente uma preocupação especial com a aprendizagem organizacional como um fator-chave na sua competitividade. Como consequência, tem havido um crescente investimento em estratégias orientadas para a melhoria das competências dos seus recursos humanos, a fim de potenciar a sua capacidade de aprender e a sua performance. Este estudo explora a relação entre a promoção desta forma de desenvolvimento de recursos humanos e as atitudes (Satisfação com o Emprego e Compromisso organizacional) e comportamentos dos colaboradores para com a onde trabalham. Este estudo transversal na População de Trabalhadores portugueses (N=135) revelou uma melhoria nos indicadores das variáveis estudadas, embora os resultados estatisticamente significativos se concretizassem em termos de Comportamentos de Voz Ativa (Voice Behaviours) nos grupos de trabalhadores que tinham estado envolvidos ou que haviam sido certificados, face aos restantes. Um dos objetivos desta comunicação é promover a investigação nesta área.
- Serious games for reading acquisition: a tentative prototypePublication . Sucena, Ana; Falcão Carneiro, João; Restivo, M. TeresaIn this paper preliminary results obtained with a prototype game developed for spelling training are presented. The game is played using an Android tablet and a joystick connected with it via Bluetooth, allowing the user to directly interact. Although in an early stage, the authors believe this approach to have a high motivational potential due to its interactivity with the child undergoing the training. The prototype was tested with second graders. All the children were highly motivated to play the game and the joystick use clearly increased their level of interest. The development of this serious game seems to be a promising approach to early intervention on spelling and reading acquisition difficulties.
- Significance of virtual reality-based rehabilitation in acquired brain injuryPublication . Dores, Artemisa Rocha; Mendes, Liliana; Carvalho, Irene P.; Guerreiro, Sandra; Almeida, Isabel; Barbosa, FernandoRecent research has shown the potential of Virtual Reality (VR) in the field of rehabilitation, namely neurocognitive rehabilitation. This technology will certainly revolutionize the rehabilitation of the future. Its advantages include greater ecological validity than conventional rehabilitation methods, provision of safe contexts for learning/training, the possibility of programs to be contingent on patient performance, with increasing levels of task difficulty and provision of immediate feedback, and the use of a “game factor” that promotes motivation for participation. These are important aspects in the rehabilitation of patients with acquired brain injury. Patients with this and other types of neurological injuries endure cognitive deficits that cause difficulties in independent functioning and daily-life activities. Their rehabilitation calls for systematic intervention programs that are theoretically grounded and use innovative approaches to their advantage. In this paper we present a review about the advantages of VR in the generalization of acquired skills to real-life contexts, to promote patients' functionality and quality of life, and propose an innovative program of neurocognitive rehabilitation. Research in the field shows positive effects of VR programs, but urges progress in terms of the development of techniques (e.g., facial synthesis and of more research on the impact of these interventions. Future studies should also explore the existence of neuro-anatomical correlates of behavioral changes, contributing to the investigation of the relationship between neural plasticity and behavior and providing evidence for clinical practice.
- Students’ perception of self-efficacy and academic engagement in School of Health of the Polytechnic Institute of Porto: an observational studyPublication . Amorim, Manuela; Tavares, Diana; Lamas, MC; Mota, Sandra; Salgado, Ana IsabelThe intense increase in students in Higher Education, observed in recent decades, has promoted profound changes quantitative and qualitative in demand, frequency, and student profile. In the context of these changes, we conducted a study to evaluate the self-efficacy and academic engagement of students using an online questionnaire. It includes some sociodemographic variables and the Self-Efficacy Scale in Higher Education (AEFS) and University Student Engagement Inventory (USEI). It was possible to verify that students had a score for academic engagement above the average, revealing an overall high level of academic engagement, an indicator of student success. Regarding self-efficacy, the score obtained is above 4 (on a scale of 1 to 5), close to 5, in social interaction, which indicates that these students overall have relatively robust self-efficacy beliefs. In all cases, the low values of standard deviation reveal a good degree of agreement between responses.
