Background: Academic stress is an important research topic due to the effect it has on the quality of life of students, future professionals and therefore, adult contributors in a society. It has been shown that students in the health field face additional stressors specific from their careers, and suffer greater stress than the general population of the same age. Methods: 52 students, 23 from Physiotherapy and 29 from Medicine programs were surveyed with Academic Stressors Academic Scale (SAS) to know academic stress level and IL-6 was quantified in serum. Results: It was found that students who perceive the academic semester as stressful “fairly often” and “many times”, increases in 50%, 75% and 76.9% during the semester; while “anxiety/distress” feeling was predominant. The most frequent SAS scale factors were “methodological deficiencies”, “student overload”, “beliefs about performance”, “lack of content value”, “participation” and “exams” Conclusions: The study revealed an IL-6 increment, and their association with “Methodological Deficiencies” at 1st moment. This study showed the importance of academic stressors identification at same time that it is a call to construct strategies to reduce stressors in University context
El objetivo de este trabajo fue comparar la incidencia de un ajuste dinámico de dificultad (ADD) en un juego de rehabilitación de habilidad motriz, frente a una configuración manual. Para ello, se desarrolló una herramienta virtual denominada “Atrapa insectos” enfocada en la rehabilitación del miembro superior con un ADD basado en lógica difusa. La población involucrada para el presente estudio está compuesta por 2 usuarios, una paciente de 18 años de edad con una hemiparesia que limita su habilidad motriz en el miembro superior izquierdo, y un paciente de 37 años que presenta una monoparesia motora en su miembro superior derecho. La herramienta fue evaluada en los dos usuarios, cada uno con una configuración diferente (automática o manual), y se midió la habilidad motriz de ambos participantes de forma objetiva a través de la Box and Blocks Test, la cual, fue implementada antes, durante y al finalizar las sesiones; adicionalmente, se definió un índice de desempeño (porcentaje de acierto) con el propósito de determinar el progreso de los participantes en la herramienta virtual. Como resultado se obtuvo, que el usuario 1 utilizando el juego con ADD, logró obtener no solo un mejor desempeño en las sesiones sino también un avance importante en su habilidad motriz en comparación al usuario 2 con la configuración manual.
Introduction: This review article is the product of research on the methods, techniques and devices used in the measurement of fine motor skills of upper limbs and its respective evolution, developed at Universidad del Cauca in 2018. Problem: Objective measurement of the evolution of upper limb motor skills in the rehabilitation processes. Objective: To identify the conventional techniques and electronic devices used in the measurement of the evolution of upper limb motor ability. Methodology: Four scientific databases were reviewed in addition to the Google Scholar search engine. The keywords used for the search were: "fine motor skills", "hand measurement", "hand rehabilitation"and "hand function", among others. Results: Approximately 3840 articles related to the subject were found. When applying the exclusion criteria, the article number to be revised was reduced to 63, which were analyzed in the present review. Conclusions: The tools applied by health professionals are convenient due to their rapid execution and easy access, however they can be subject to human error since they depend on the experience of the user. Electronic systems present objective measurements, however, their complexity and cost are high. Originality: This work presents information on the therapeutic techniques and technological devices used, in certain pathologies, for the evaluation of upper limb motor ability. Limitations: Not all articles analyzed have a detailed description of the people in which the studies were conducted.
El siguiente artículo presenta un software basado en características de la gamificación para el mejoramiento de los procesos de rehabilitación motriz fina, considerando como punto clave la motivación de los pacientes. Partiendo de cinco patrones de movimiento de la mano, se desarrolló un software que permite la interacción entre el paciente y dos tipos de escenarios, uno basado en movimientos repetitivos y otro basado en videojuegos. Como interfaz natural para captar los movimientos de la mano del usuario se utiliza el dispositivo Leap Motion, mientras el software fue construido utilizando el motor de videojuegos Unity 3D. La herramienta fue probada con 32 usuarios y 1 paciente, obteniéndose resultados interesantes en cuanto al uso de interfaces naturales y el proceso de rehabilitación mediante juegos.
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