Los mapas mentales implican y promueven un modelo de aprendizaje holístico, orientado, prioritariamente, al desarrollo de capacidades y estrategias, frente a la acumulación de conocimientos. En este trabajo se constata que los mapas mentales sintonizan con el enfoque de aprender con todo el cerebro, ya que trabajan los cuatro cuadrantes cerebrales en interacción. Se aporta, también, la vertiente de los mapas mentales como técnica potenciadora del planteamiento de Gardner sobre las “Cinco mentes del futuro” (2005), en correspondencia con la dominancia cerebral de Benziger (2000). En definitiva, los mapas mentales propician el progreso en la madurez mental y personal del alumno.
The psychometric properties of the Spanish version of the Parental Stress Scale (PSS) scale have not been verified on the Spanish population. Similarly, the literature on gender differences and parental stress is inconclusive, and there is little evidence of their relationship with life satisfaction. To analyze the psychometric properties of the Spanish version of the PSS scale, (2) to examine possible gender differences, and (3) to study the relationship between parental stress (PS) and parental rewards (PR) and satisfaction with life (SWL) attending to the possible moderating effect of gender. These objectives were examined in samples comprising Social Services Users (SSU) (N = 525; 78.3% female; Mage = 38.3) and non‐SSU users (N = 421; 41.1% male; Mage = 37.08). A CFA corroborated a two‐factor structure: PS and PR. In the SSU sample, mothers showed higher PS and lower PR. However, PR was also higher in mothers from the non‐SSU sample compared to fathers. PR and PS were directly related to SWL in the SSU sample. However, gender moderated the relationship between PR and SWL in the non‐SSU sample in the case of mothers. The results are discussed considering gender roles and the characteristics of both samples.
Adding energy-saving products to your house can benefit the economy, the environment and your living comfort. However, these products are very costly, and many people cannot afford them using their own savings. There exist several options for funding these projects, but people do not take advantage of such due to lack of information and the common negative view on using external funding. Psychological objections on taking loans include future time perspective, perception of short time rewards and connotation of loans itself. This paper presents a serious game aimed at changing people's mindset on taking loans to retrofit energy into their homes; Supreme Green Time Machine is a tycoon game in which you can acquire energy-saving products for your home. A main mechanic in the game is the opportunity to take loans to fund the purchase of these upgrades. Combined with other underlying mechanics, such as the time progress and social feedback, the game targets the different psychological objections to long term loans for home retrofitting. From a preliminary evaluation, we conclude that Supreme Green Time Machine effectively succeeds in making players more positive towards using loans to retrofit their homes.
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