Results: According to the SGA, one-third were considered at nutritional risk (SGA-B). Nutritional risk was found in 59.4%, 65.2% and 88% based on HGS, mid-arm muscle circumference (MAMC) and APMT, respectively. The dominant APMT obtained a mean of 17.2 ± 5.4 mm vs 16.2 ± 4.6 mm of the non-dominant hand. On the other hand, the dominant HGS had a mean of 27.3 ± 11.2 vs 24.2 ± 11.0 of the nondominant HGS. APMT and HGS values for any limb were significantly higher in males, but below thresholds patterns described for any gender. The HGS of both hands were correlated with sex, age, weight, height, MAMC, tricipital skinfold and APMT (p < 0.05). In multivariate linear regression, the model that best fit an exploratory analysis included: age, sex, height, MAMC, tricipital skinfold, and dominant APMT. Conclusion: There was a higher nutritional risk in patients with stable CVH when variables dependent of muscle mass were analyzed. APMT was an independent parameter to predict HGS value. We encourage malnutrition screening based on anthropometry, HGS and APMT, since SGA is not such a reliable tool for CVH.
This article describes the process of developing a Mathematics teaching game containing the contents of the four basic operations. The research highlights the importance of educational games for this context as a way to minimize learning difficulties. The game "Operation Monster" aligns playful aspects to promote learning in a fun way. Designing educational solutions based on learning objectives, in addition to relating special events and design implications in the interface, contribute to the acceptance of serious games.
Resumo. Este artigo descreve o processo de desenvolvimento de um jogo para o ensino de Matemática contendo o conteúdo das quatros operações básicas.A pesquisa destaca a importância de jogos educativos para este contexto como forma de minimizar as dificuldades de aprendizagem. O jogo "Operação Monstro" alinha aspectos lúdicos para promover a aprendizagem de forma divertida. Conceber soluções educativas com base em objetivos de aprendizagem, além de relacionar eventos especiais e implicações de design na interface contribuem para aceitação de jogos do tipo sérios.
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