ULHT/HEI-Lab - Atas de Conferências Nacionais
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Percorrer ULHT/HEI-Lab - Atas de Conferências Nacionais por autor "Oliveira, Jorge"
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Item GBL for Psychological Intervention Related Skills: What Challenges? What Paths?(Dechema e.V., 2021) Sousa, Carla Patrícia Gonçalves e; Fonseca, Micaela; Mansuklal, Shivani Atul; Carvalho, Jéssica; Silva, Diogo; Neves, Pedro Pinto; Luz, Filipe Costa; Salvador, Ágata; Costa, Leonor Pereira da; Oliveira, Jorge; Gamito, Pedro; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsIn recent research, games have become an important reference with regards to learning skills with certain characteristics, as well as in promoting contemporary literacies. Games have similarly become highly relevant in the promotion of psychological well-being and mental health. Even considering this role in promoting learning in general, soft skills, motivation, cooperation, empathy, among others, in the field of psychological intervention, the potential of games has been much more applied to patients than to the psychologists and their professional development. The present study aims at mapping the intersection between psychological intervention related skills learning and game-based pedagogical strategies. For such purpose, a Systematic Literature Review was conducted through some of the most relevant scientific databases. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes based on inclusion criteria, defined considering the research’s aim. Non-peer reviewed research and studies aimed at other pedagogical approaches, such as gamification, were excluded from the final sample. Papers were categorized, coded, and analysed through statistical procedures and content analysis techniques. The results contextualize games as effective and feasible tools in the professional development of psychologists and psychology graduates, simultaneously highlighting the scarcity of resources in this field and the need for more experimental and quasi experimental approaches to foster evidence-based pedagogical choices. Keywords: GBL, Psychology, Psychology Learning, Psychology Students, Mental Health Professionals, TherapistsItem VR-based assessment and intervention of cognitive functioning after stroke(2020) Gamito, Pedro; Souto, Maria Teresa Soares; Dias, Ana Rita Conde; Salvador, Ágata; Galhordas, João; Oliveira, Jorge; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsWorldwide, stroke affects one out of every six individuals, being associated with physical and cognitive impairments, and leaving a striking footprint on individuals, their families and society. Assessment of acquired deficits and rehabilitation of lost and compromised functions is based typically on exercises that may not replicate the demands of everyday life activities lacking ecological validity. These tests fail at predicting daily functioning and their similarity with daily life activities is far from being sound. Assessing and training cognitive functions under an ecologically oriented approach, i.e. using exercises that replicate instrumental activities of daily living (IADL) seems to be the suitable strategy to follow. Virtual Reality (VR) worlds have been used to simulate IADL for assessment and rehabilitation of acquired cognitive deficits since the late 1990’s. This chapter reports and debates existing studies that support the use of VR in this context. When it comes down to veridicality and verisimilitude, evidences illustrate the opportunity of adopting this strategy that outperforms traditional paper and pencil exercises. A glance through the perspective of a therapist, that has adopted VR for cognitive rehabilitation in patients with stroke is also debated.