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Critical thinking, empathy and problem solving using a modern board game: A learning experience valued by physical therapy students

dc.contributor.authorRosa, Marlene
dc.contributor.authorGordo, Sara M. O.
dc.contributor.authorSousa, Micael S.
dc.contributor.authorPocinho, Ricardo
dc.date.accessioned2022-02-21T10:39:02Z
dc.date.available2022-02-21T10:39:02Z
dc.date.issued2021
dc.description.abstractThis study aimed at understanding how physical therapy students recognize a modern board game experience as an opportunity to train socioemotional skills. Thirteen physical therapy students participated in a learning experience using the Magic Maze board game and were assessed in terms of critical thinking, empathy, and problem-solving perceived experience. The facilitator’s perceptions were also registered. Students showed to be goal oriented focusing on choosing different solutions and reflecting critically on the most suitable one. Magic Maze was classified as a relevant learning method for other serious purposes.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationMarlene, C.N., Rosa, Sara, M.O Gordo, Micael, S., Sousa and Ricardo, F.S., Pocinho. 2021. Critical thinking, empathy and problem solving using a modern board game: A learning experience valued by physical therapy students. In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality TEEM'21) (TEEM'21), October 26-29, 2021, Barcelona, Spain. ACM, New York, NY, USA, 8 Pages. https://doi.org/10.1145/3486011.3486526pt_PT
dc.identifier.doi10.1145/3486011.3486526pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.8/6692
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherAssociation for Computing Machinerypt_PT
dc.relation.publisherversionhttps://dl.acm.org/doi/fullHtml/10.1145/3486011.3486526pt_PT
dc.subjectSocioemotional skillspt_PT
dc.subjectLearningpt_PT
dc.subjectHealth Studentspt_PT
dc.subjectEducationpt_PT
dc.titleCritical thinking, empathy and problem solving using a modern board game: A learning experience valued by physical therapy studentspt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceBarcelonapt_PT
oaire.citation.endPage628pt_PT
oaire.citation.startPage624pt_PT
oaire.citation.titleTEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturalitypt_PT
person.familyNameNeves Rosa
person.familyNamePocinho
person.givenNameMarlene Cristina
person.givenNameRicardo Filipe da Silva
person.identifierhttps://scholar.google.com/citations?hl=pt-PT&user=hXlfkekAAAAJ&view_op=list_works&gmla=AJsN-F79OVXYnOP8I-1jdY4LeiBlXU9u4IFvQXlBydjBg0Shsw0SiNpHLONTPonXkj0LyOPmmZhoL3jMDnTAvMmyQsgRO7-fDQ
person.identifier.ciencia-idD615-002F-8E48
person.identifier.ciencia-id201D-B819-C25D
person.identifier.orcid0000-0001-8276-655X
person.identifier.orcid0000-0003-1307-5434
person.identifier.ridK-7059-2013
person.identifier.scopus-author-id55924760400
person.identifier.scopus-author-id56495475300
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication52d477a2-9d14-443e-bb8e-85b1009da4ae
relation.isAuthorOfPublicationf4101469-07ed-4558-b450-ed811ea3d4df
relation.isAuthorOfPublication.latestForDiscoveryf4101469-07ed-4558-b450-ed811ea3d4df

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