RESUMEN: El presente trabajo tiene como objetivo presentar una revisión teórica de las principales formas abreviadas que han sido desarrolladas por varios autores a partir de las distintas versiones de la Escala de inteligencia de Wechsler para adultos que han ido surgiendo a lo largo del tiempo. El desarrollo de formas cortas ha ido creciendo en paralelo a la aparición de las nuevas versiones de la escala completa. Una forma abreviada permite estimar la capacidad intelectual con un tiempo de administración menor, por lo que puede ser de gran utilidad si el objetivo de evaluación es obtener una medida general de la capacidad intelectual. ABSTRACT: The aim of this study is to present a theoretical review of the main short forms that have been developed by several authors based on different versions of the Wechsler Adult Intelligence Scale. The development of short forms has been growing parallel to the appearance of new versions of the full scale. A short form allows estimating the intellectual capacity of someone with less time of administration, which could be very useful if the assessment objective is to obtain an overall measure of intellectual capacity.
Reading difficulties have reached a prevalence of 3-10% in schoolage children. Those who present these difficulties avoid reading and benefit very little from school-based learning opportunities, resulting in maladjustments, dropping out of school and having to repeat grades. Presented here are the results of an intervention based on a computer game intended for explicit phonic training in first-grade school children at risk of possessing reading difficulties. Fifty-six children from a low socioeconomic status (SES) and 31 children from a high socioeconomic status, divided into two groups (control and experimental), participated in the study. After the intervention, participants from the low-SES experimental group had enhanced their skills regarding letter sound recognition, whereas the high-SES experimental group had improved their naming speed. The results are discussed in light of the impact of interventions based on computer games and of the importance of the development of sublexical skills in children at risk of manifesting reading difficulties in transparent orthographies.
Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthroughs are finally allowing for the implementation of electronic multiplayer games. Because of the limited experience in electronic, multiplayer game design, it becomes necessary to adapt existing expertise in the area of single-player game design to the realm of multiplayer games. This work presents a model to support the initial steps in the design process of multiplayer games. The model is defined in terms of the characteristics that are both inherent and special to multiplayer games but also related to the relevant elements of a game in general. Additionally, the model is used to assist in the design of two multiplayer games. “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games …”
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