Since the computer and robotics revolution at the end of the 20th century, it is assumed that the way of working, or the time dedicated to leisure would change. And changes took place, albeit sequentially and following globalization and the respective capitalist demands. However, workers now have email and other platforms in their electronic systems that make them contactable 24 hours a day. Thus, instead of the expected increase in time dedicated to leisure and family, it decreases. Recently, this situation has undergone the first reversal, although forced, when the world is invaded, by surprise, with a pandemic called COVID-19. In two days, the globe economy is forced to slow down and parents in telecommuting, start to accompany more their children at school. Teaching undergoes an evolution from 19th century methodologies to 21st century methodologies. In other words, from work in the classroom they move to synchronous and asynchronous lessons. Also citizenship topics such as sustainable development together with Social and Educational Entrepreneurship are promoted in School programs. Simultaneously, two documents stand out and guide human behaviors until 2030 and 2063, respectively the UN Sustainable Development Goals and the 2063 Agenda for Africa. The present work presents the new teaching strategies followed and the support technologies used in the implementation of the UKIDS pilot project. To implement it a 3rd year classroom from a primary school nearby Porto was used as the case study and the entrepreneurship culture dimension/”trash value” challenge were selected. Reusing things, helping their parents to separate the garbage, keeping all egg cartoon and make objects from them was compulsory. At the end, a questionnaire was implemented, and the 3rd year children reported to have learned more about the Development Goals with the Ukids project then in the classroom.
Pain is a distressing and subjective feeling that occurs in different intensities and may result from the stimulation of a nerve due to injury, illness, or emotional disturbance. This chapter aims to understand how VR can contribute to pain management. To this end, the authors will address topics such as: pain – types of pain and its consequences in everyday life, as well as ways to relieve it; virtual reality – what it consists of, its functionalities and components, as well as its application to health and well-being, its advantages and limitations; and virtual reality in pain management. It is intended to emphasize the importance of pain management for the daily lives of individuals and the consequent improvement in the quality of life of those who benefit from this type of intervention.
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