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Publicações

Publicações por HumanISE

2013

Factorial Validity and Invariance of the GHQ-12 Among Clinical and Nonclinical Samples

Autores
Fernandes, HM; Vasconcelos Raposo, J;

Publicação
ASSESSMENT

Abstract
The purpose of this study was to examine the internal reliability, factorial validity, and measurement invariance of a Brazilian-Portuguese version of the General Health Questionnaire-12 (GHQ-12) across clinical and nonclinical groups. The clinical sample consisted of 228 chronic hemodialysis patients (41.7% female), with a mean age of 48.23 (SD = 16.02) years, whereas the nonclinical sample comprised 350 university students (59.1% female), with a mean age of 21.15 (SD = 2.04) years. Initial model fit comparison of 16 factor structures reported in the literature, through confirmatory factor analysis (CFA), provided mixed results. Additional revisions based on CFA modification indices demonstrated that a reduced (8-item) one-factor model with three error covariances provided the best fit to the data in both samples (comparative fit index > .98 and root mean square error of approximation < .05) and acceptable internal reliability estimates (>.70). Pearson's correlations between the original and the reduced scale was .96 for both samples. Multigroup analysis supported partial strong measurement equivalence across groups. Latent mean differences showed an expected higher factor mean for the clinical sample. Overall results demonstrated that the 8-item one-factor of the GHQ-12 showed good psychometric properties in both samples and provided preliminary support for meaningful comparisons of factor means across clinical and nonclinical groups.

2013

Looking at the future [Olhando o futuro]

Autores
Vasconcelos Raposo, J;

Publicação
Motricidade

Abstract

2013

Motivational climate in a team handball players [Clima motivacional em jogadores de uma equipa de andebol]

Autores
Vasconcelos Raposo, J; Moreira, JM; Teixeira, CM;

Publicação
Motricidade

Abstract
The motivational orientation of an athlete aims to improve their skills (task) and getting a good result in a given competition (ego). Thus, the purpose of the present study was to compare players of one Portuguese team handball club. The independent variables were: competitive levels, years as competitors, time presence as player in the club and competitive position. The dependent variables were motivational orientations: task and ego. The sample consisted of 57 male athletes borne between 1977 and 1997. The Task and Ego Orientation Questionnaire in Sport (TEOSQp), validated by Fernandes and Vasconcelos-Raposo (2010) was used. Results revealed that the handball players in the club studied present high scores on both task and ego orientation with a higher score at the level of task orientation. The present results are not in accordance with previous studies. However they do not contradict consolidated theoretical proposal. Senior athletes presented higher scores in task orientation and lower on ego. Comparisons by years in competition, time presence in the club and competitive position in the do influence significantly the motivational orientation among this club team handball players.

2013

Places: plataforma de Acessibilidade

Autores
Bruno Giesteira;

Publicação

Abstract

2013

Breaking the Game: The traversal of the emergent narrative in video games.

Autores
Cardoso, P; Carvalhais, M;

Publicação
CITAR Journal - Journal of Science and Technology of the Arts

Abstract

2013

Serious Game em contexto de Formação Profissional: um estudo de caso

Autores
Mourão, João; Ramos, Fernando; Moreira, Lúcia; Santos, Arnaldo;

Publicação
Educação, Formação & Tecnologias

Abstract
O projeto “Serious Game em contexto de formação profissional” teve por objetivo explorar o potencial da utilização de Serious Games nas atividades de formação da PT Inovação SA. O projeto, que decorreu entre Janeiro de 2011 e Maio de 2013, incluiu a conceção, prototipagem e validação de um Serious Game destinado a familiarizar os novos colaboradores da PT Inovação SA com a organização física e lógica da empresa, para o que foi desenvolvido um ambiente realista que permite a navegação em alguns espaços de referência da empresa bem como o contacto com a estrutura dirigente e com alguns produtos. Em diversas fases do jogo o utilizador é convidado a realizar atividades pedagógicas que permitem que tome consciência dos progressos de aprendizagem que está a realizar. O Serious Game desenvolvido foi validado com sucesso através de um modelo composto por parâmetros e estratégias de avaliação orientados para análise da usabilidade e do resultados de aprendizagem, tendo-se efetuado recolha de dados através de testes de usabilidade, observação direta não participativa, registo audiovisual, think-aloud protocol e questionário por inquérito pré e pós-sessão. As principais conclusões do trabalho realizado indicam que o Serious Game possui bom potencial enquanto instrumento de apoio à formação, pois possibilita uma aprendizagem rápida e eficaz promovendo positivamente para a integração do novo colaborador na empresa.;The project "Serious Game in the context of vocational training" aimed exploring the potential use of Serious Games in the training activities of PT Inovação SA. The project, which took place between September 2010 and June 2013, included design, prototyping and validation of a Serious Game intended to familiarize new employees of PT Inovação SA with the physical and logical organization of the company. For this purpose a realistic environment was developed allowing navigation in some reference spaces in the company, as well as contact with the managing structure and with some products. In various stages of the game the user is invited to perform educational activities that allow him to be aware of his learning progress. The Serious Game was validated successfully by a model consisting of parameters and assessment strategies oriented to the analysis of usability and the learning outcomes. Data collection was achieved through usability testing, nonparticipatory direct observation, audiovisual recording, think-aloud protocol and questionnaire survey before and after the session. The main conclusions of the work indicate that the Serious Game has good potential as a tool to support training, as it proved to enable quick learning and effectiveness in promoting positive integration of a new employee in the company.

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