Escola Superior de Saúde
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Browsing Escola Superior de Saúde by Field of Science and Technology (FOS) "Ciências Naturais::Ciências da Computação e da Informação"
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- A (Auto)Aprendizagem de QDASPublication . Costa, António Pedro; Freitas, FábioAs primeiras preocupações sobre as competências computacionais (Brent,1984; Cuilenburg, J. J. van, Kleinnijenhuis, J., & Ridder, 1988) na utilização QDAS (Qualitative Data Analysis Software), surgem no século passado, nos anos 80, em paralelo com o surgimento das primeiras ferramentas. Desde então, e com mais ênfase nos últimos 10 anos, surgiu a necessidade de compreender a relação entre os estilos de aprendizagem dos utilizadores deste tipo de ferramentas e a tipologia de formação quando envolve o uso de software. Tal compreensão pode proporcionar grandes contribuições para as conexões e implementações de cursos de formação mais eficientes e eficazes (Inal & Güner, 2015; Freitas, 2020). Dito de outra forma, o Design Instrucional, que pode revelar-se eficaz para certos utilizadores, pode não ser a abordagem mais eficaz para outros que manifestem um estilo de aprendizagem diferente (Pashler, Mcdaniel, Rohrer, & Bjork, 2009; Freitas, 2020).
- Autoaprendizagem online do webQDA: uma análise de grupos focaisPublication . Freitas, Fábio; Souza, Francislê Neri de; Costa, António PedroO recurso aos Qualitative Data Analysis Software (QDAS) é algo cada vez mais incontornável entres investigadores qualitativos. Porém, o uso destas ferramentas digitais não é pacifico, pois, o processo de aprendizagem pode ser uma barreira para os investigadores. Este estudo é parte integrante de um projeto de investigação e procura analisar esta curva de aprendizagem através da recolha de dados relativos à análise do Protótipo de Aprendizagem online (PAo) do webQDA®. Este estudo de natureza qualitativa teve por base dois grupos focais. Os resultados demonstraram que, apesar do PAo ser uma ferramenta útil na aprendizagem, apresenta limitações em termos de Usabilidade, o que acaba por proporcionar uma má Experiência de Utilizador (UX). Esta análise foi realizada com o próprio webQDA® e mostrou-se essencial na identificação das fragilidades do PAo e para o processo de criação de diretrizes gerais de um Ambiente de Autoaprendizagem online para o webQDA®.
- Designing a mobile app to promote healthy behaviors and prevent obesity: analysis of adolescents’ preferencesPublication . Frontini, R.; Sousa, P.; Dixe, M. A.; Ferreira, R.; Figueiredo, M. C.To ensure that adolescents adhere to programmes promoting healthy behaviors, these programmes must be appealing and interesting. This study aims to characterize and assess the devices, operating system and type of mobile apps frequently used by adolescents; understand the features that mHealth apps should have to be appealing; comprehend the facilitators and barriers for adolescents to use mHealth apps. The sample comprised 165 adolescents (12–18 years) from the main population, recruited in 2018. Most participants used smartphones and the Android system. Food and physical activity suggestions were considered the most important features for an mHealth app. 62.6% had never tried an mHealth app. For those who had tried one, 26.0% stated it was to improve health status/lifestyle. Their favorite feature was physical exercise tips/plans (41.8%). Adolescents pointed out that the reasons that made them keep using the app were utility and interest (35.7%). Regarding possible barriers, 48.4% reported a lack of a senseof need/practical utility, and 18.8% considered notifications as their least favorite feature. Lack of interest was pointed out for 38.2% as the main reason for stopping use. Results provide practical information for the planning, design, and implementation of future mHealth apps for the promotion of healthy behaviors–an important implication for future research in this area.
- Level up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized ElderlyPublication . Lacomba-Arnau, Elena; Ribeiro, Anaísa; Sabino, Raquel; Pinheiro, Rafael; Lopes, Susana; Gaspar, Marisa; Navarro-Mateos, Carmen; Sousa, Micael; Rosa, MarleneMental health issues are a critical concern for the elderly, as the inability to manage stress during stimulation activities can significantly impair their ability to accept and effectively learn new tasks, thereby affecting their performance in daily life activities. Serious games are increasingly recognized as valuable in the context of rehabilitation; however, there is a paucity of studies examining how elderly individuals manage stress and learn in regular practice using such games. In this study, 10 institutionalized elderly participants underwent 6 game-based stimulation sessions playing the serious games Ta!Ti! and Mexerico. Learning variables, including time and error rates, were assessed at baseline (T0), mid-point (T1), and the final session (T2), along with stress management indicators, specifically cortisol levels, at T0 and T2. The findings revealed that learning profiles improved throughout the program, with more pronounced gains observed initially. Additionally, stress levels decreased following each game-based session. The study identified significant relationships between stress management and learning profiles, suggesting that game-based activities can effectively enhance both learning outcomes and stress reduction in the elderly.