Abbreviations: AAL, ambient assisted living; ENILD, national strategy for inclusion and digital literacy; HCI, human-computer interaction; TRA, theory of reasoned action; TAM, technology acceptance model; MM, motivational model; TPB, theory of planned behavior; CTPB-TAM, combined theory of planned behavior/ technology acceptance model; MPCU, model of pc utilization; IDT, innovation diffusion theory; SCT, social cognitive theory; UTAUT, unified theory of acceptance and use of technology Abstract Background: The world and Europe, in particular, are aging very fast, and in the same vein, digitization is moving very quickly into citizens' routines. Given the fact that the elderly are the largest group of citizens who are info-excluded, this reality is worrying because it will quickly make them socially excluded. This article briefly presents the main initiatives of the European Union and Portugal to promote greater and faster digital inclusion of the elderly people. In the final section, there is a critical reflection on technology acceptance Model, the concept of universal design and usability in order to propose clues and strategies that can and/or may facilitate the use and access of technologies and digital resources by the elderly.
O artigo pretende apresentar uma contextualização relativa à dinâmica do processo de envelhecimento com uma reflexão acerca das suas diferentes valências. Tendo em consideração o aumento da esperança de vida, torna-se importante promover uma aprendizagem ao longo da vida ‘para’ e ‘com’ os cidadãos mais idosos. Neste âmbito, é realizada uma abordagem multidisciplinar onde se destaca a importância da gerontologia e da gerontagogia, num contexto de formação que se pretende ser mais ajustada às necessidades dos cidadãos mais idosos. Neste particular, de formação ao longo da vida, é dado um particular realce às Universidades da Terceira Idade a funcionar em Portugal, relativamente ao seu contributo educativo e, ao mesmo tempo, o seu contributo social. Atendendo ao facto de cada vez mais a presente sociedade do século XXI assentar em serviços e plataformas digitais, o artigo visa ainda promover uma reflexão crítica relativamente aos designados ‘nativos digitais’ e aos ‘imigrantes digitais’, no que respeita às respetivas competências digitais que lhes permitem exercer os seus direitos e os seus deveres como cidadãos. Neste novo contexto digital, torna-se importante incluir os cidadãos mais idosos no sentido de os capacitar para estes novos desafios proporcionando-lhes condições para que possam usufruir de um melhor e mais adequado envelhecimento.
The increasingly visible sedentarism in the children of our current society is a problem that has been worrying the Childhood Educators. Taking into account the advancement of technology and the fact that children in today's activity rooms are considered as Digital Natives, we intend to introduce the Nintendo Wii® into the motor activities developed by children in order to verify their contribution to children's motor skills. To this end, the objectives of this study focused on the promotion of digital resources in activities related to motor expression; the analysis of the effect of the practice of motor activities performed with Nintendo Wii® and the identification of changes in children's motor development, namely in the analyzed variables, balance, laterality, body notion and global praxia, resulting from practice in the environment virtual. The present investigation was developed in the Supervised Practice in PreSchool Education, in a group of children between the ages of 4 and 5 years. In this investigation the qualitative and quantitative paradigm was combined. A mixed qualitative approach was also developed, combining action research and exploratory case study, due to the uniqueness of the study. For the collection of data, several instruments and techniques were used: participant observation, field notes, audiovisual media, BPM, semistructured interview and questionnaire surveys. The implementation was developed in seven sessions, in which the children of the experimental group used the Nintendo Wii® and its accessories (Wii Remote and Balance Board). After the due analysis of all the collected data, we can conclude that the Nintendo Wii® contributes significantly in the children's motricity, that is, in the improvement of motor skills. It is noteworthy that the accomplishment of motor activities with the Nintendo Wii® generated in the children spontaneous collaborative spirit; healthy competition, because what mattered was the accomplishment of motor activities and not exactly the gain of points, and the punctuation emerged as a motivating element in terms of people, giving rise to greater feelings of selfesteem.
Abstract-This article aims to reflect on the impact of Information and Communication Technologies (ICT) in the educational context, focusing on the potential contributions of the use of Digital Educational Resources (RED) in the process of teaching and learning. For this purpose, the results of the use of the RED will be presented:. Digital Classroom -The World's 1st Year Carochinha The study was accomplished in a class of the 1st grade of the 1st CEB, composed of 27 students, aged 6-7 years in Castelo Branco City Schools Group within the Supervised Teaching Practice. The results obtained after the analysis and processing of the data showed that when using this RED students show they have acquired the content covered by the fact that they enhanced levels of greater interest, commitment, motivation, commitment and initiative in the course of activities proposals. But, perhaps because they are students of 1st year of the 1st CEB, do not neglect the presence and monitoring of the teacher and the use of paper-based resources. This means that there should be a complementarity that reconciles the human factor (teacher), with the use of digital media resources and paper support resources (Manual).
Resumo -As Tecnologias da Informação e Comunicação (TIC), em geral, e tecnologia Realidade Aumentada (RA), em particular, assumem um grande impacto no processo de ensino e de aprendizagem dos alunos. A RA é ainda pouco conhecida e explorada em contexto educativo em Portugal e, por essa razão, optou-se por realizar um estudo de cariz qualitativo sobre: "A Realidade Aumentada como potenciadora de aprendizagens no 1.º Ciclo do Ensino Básico". O estudo foi realizado numa turma de 21 alunos do 2.º ano de escolaridade na metodologia de Ensino a Distância (E@D). Este estudo permitiu-nos refletir que a integração da RA no processo de ensino e de aprendizagem, permite aumentar a motivação dos alunos para a aprendizagem através de uma abordagem mais motivadora. A RA pode ser uma ferramenta de aprendizagem, sendo um suporte válido para o professor na monotorização de atividades pedagógicas. Os resultados obtidos, depois da análise e tratamento de dados, permitiram-nos verificar que a RA pode ser potenciadora de aprendizagens, na medida em que promove novos contextos de aprendizagem, mais inovadores e motivadores para os alunos da atualidade. Com o estudo concluímos que as TIC e a RA integradas em contexto educativo permitem criar um ambiente mais estimulante e interativo promovendo aprendizagens mais ricas e mais significativas para os alunos dado o envolvimento observado na realização das diferentes atividades que lhes foram propostas.
Abstract-Given the physiological and cognitive degeneration associated with aging, it is important to promote initiatives that prevent situations that may increase dementia among the elderly. The objective of the research was to investigate whether the use of Peak & Neuronation digital applications can contribute to the active aging of the elderly, with respect to the cognitive training they provide. The group of 18 students from the Computer Science discipline of the University of Albacetetrense (USALBI), aged 56-80, was involved. The applied methodology was qualitative: the case study; nonparticipating observation; surveys by questionnaire; semistructured interviews. The analysis of the data was collected in 12 practical sessions of utilization of the APPs demonstrated to be an added value and that should be referenced as digital tools within the framework of the cognitive training of the elderly.
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