102 research outputs found

    Effects on language and verbal fluency of a cognitive stimulation program in older adults: randomized controlled trial

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    The efficacy of cognitive stimulation programs for the elderly is sufficiently documented. However, few studies have addressed the effectiveness of language stimulation programs by cognitive levels in this population. This randomized controlled trial was conducted on 308 participants from a primary care center and followed the CONSORT guidelines. A stratified randomization was carried out. The primary variable was the MEC-35, validated Spanish version of the Mini-Mental State Examination (MMSE). The secondary outcome variable was set-test, which evaluates verbal fluency in four categories. These tests were assessed for all outcome measures at baseline, at 10 weeks, at 6 months, and 1 year after the intervention. The intervention consisted of 10 sessions of 45 min/week for 10 weeks through mental activation notebooks that comprehensively work on the different cognitive functions. The results show that the comparisons between the control and intervention group turn out to be significant (p < 0.05) at the three time points. The comprehensive cognitive stimulation program has made it possible to improve the global aspects of cognition, language proficiency, and verbal fluency. To optimize and maintain these results, it is necessary to consider other clinical, functional, psychological, and occupational aspects, as well as related educational aspects, which prevent mild cognitive impairment

    Assessing health science students’ gaming experience: a cross-sectional study

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    Digital gamification applied to university students enrolled in health-related degrees is considered an innovative and beneficial tool that complements traditional teaching.ObjectivesTo analyze the enjoyment experience obtained by university students in the Faculty of Health Sciences and to know the gender differences after participating in a digital game.DesignCross-sectional descriptive study.ParticipantsA total of 156 university students from the Faculty of Health Sciences, University of Zaragoza.MethodsThe activity of a digital game took place in the academic year 2021–2022 and was carried out as a teaching innovation project with the final approval of the University of Zaragoza. The tools used were the Spanish version of the Gameful Experience Scale and a self-administered questionnaire on satisfaction and suitability reported by the activity.ResultsA total of 156 students participated with an age of 21.2 ± 6.2 years. The highest score is the enjoyment dimension (4 ± 0.7), and the lowest score is the negative affect dimension (1.5 ± 0.9). Cronbach’s alpha for the whole Gameful Experience Scale was 0.95. There were significant differences in three dimensions of the Gameful Experience Scale: male students had more enjoyment than female students (p = 0.05), enjoyed a greater sense of domination (p = 0.01), and had fewer negative effects (p = 0.0). In the highest corresponding positions it was used for other topics such as learning (m 4.4; SD 0.5), motivation to learn (m 4.1; SD 0.8) or helping memorize concepts (m 4.4).4; SD 0.5).ConclusionGender influences student satisfaction after carrying out a gamification activity, especially after a digital game. The dimensions in which gender differences were found were fun, absence of negative effects, and dominance

    Cognitive effects of a cognitive stimulation programme on trained domains in older adults with subjective memory complaints: randomised controlled trial

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    Age-related subjective memory complaints (SMC) are a common concern among older adults. However, little is known about the effects of cognitive stimulation (CS) interventions on subjective memory complaints. The aim of this study was to analyse the effectiveness of a CS programme on global cognition and cognitive functions of older adults with SMC. A randomised clinical trial was conducted on older adults with SMC, including 308 participants ≥65 years of age assessed 6 and 12 months after the intervention. The assessment instrument was the Spanish version of the Mini-Mental State Examination (MEC-35), and all domains of the instrument were assessed. For statistical analysis, the data were analysed using robust ANOVA with means truncated at 20% utilising a two-way repeated measures model, with between (groups) and within (measurements) factors. In post hoc tests, a Wilcoxon signed-rank test of exact permutations between groups and Bonferroni correction were applied. In post hoc between-group tests, significant differences were found: (1) post-treatment in MEC-35, temporal orientation, short-term memory (STM), global language and praxis, and language and praxis (p ≤ 0.005); (2) at 6 months in MEC-35, global orientation, temporal orientation, and STM (p = 0.005); (3) at 12 months in MEC-35, global orientation, temporal orientation, STM, global language and praxis, and language (p = 0.005). This study shows benefits in global cognition and orientation, temporal orientation, STM, and language in older adults with SMC

    Epidemiología del cáncer: factores de riesgo, prevalencia y diagnóstico en la población adulta

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    El cáncer es una de las principales causas de mortalidad en la población, sin considerar estatus económico, cultural, ético, político. Sin bien es cierto el cáncer puede afectar a toda edad, debe ser atendido a tiempo cuando se genere uno de estas problemáticas en salud. El objetivo fue describir sobre epidemiología del cáncer: factores de riesgo, prevalencia y diagnóstico en la población adulta. Se realizó una revisión narrativa documental de artículos en base de datos como Scielo, PubMed, Google académico, ACS Jornals publicado en los últimos 5 – 12 años considerando los idiomas de inglés y español. Se incluyeron en el estudio un total de 76 artículos, se destacan dentro de sus resultados los factores de riesgos que más se asocian al cáncer son la edad, raza, tabaquismo, alcoholismo, hábitos alimentarios, síndromes hereditarios; entre las pruebas para diagnosticar el cáncer esta la biopsia, endoscopia, radiografía, resonancia, mamografía. Se concluye que son diversos factores los que se asocian a padecer cáncer, la caracterización de estos puede prevenir y controlar la enfermedad; así mimo hay diversas pruebas de diagnósticos para identificar qué tipos de cáncer puede poseer una persona, ya que existen múltiples herramientas para poder detectar la enfermedad

    HDAC6 regulates the dynamics of lytic granules in cytotoxic T lymphocytes

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    Journal of Cell Science.HDAC6 is a tubulin deacetylase involved in many cellular functions related to cytoskeleton dynamics, including cell migration and autophagy. In addition, HDAC6 affects antigen-dependent CD4+ T cell activation. In this study,we show that HDAC6 contributes to the cytotoxic function of CD8+ T cells. Immunization studies revealed defective cytotoxic activity in vivo in the absence of HDAC6. Adoptive transfer of wild-type or Hdac6-/- CD8+ T cells to Rag1-/- mice demonstrated specific impairment inCD8+ T cell responses against vaccinia infection. Mechanistically, HDAC6-deficient cytotoxic T lymphocytes (CTLs) showed defective in vitro cytolytic activity related to altered dynamics of lytic granules, inhibited kinesin-1-dynactin-mediated terminal transport of lytic granules to the immune synapse and deficient exocytosis, but not to target cell recognition, T cell receptor (TCR) activation or interferon (IFN)γ production. Our results establish HDAC6 as an effectorof theimmune cytotoxic response that acts byaffecting the dynamics, transport and secretion of lytic granules by CTLs.This work was supported by the Ministerio de Economı́a y competitividad (MINECO) [grant number SAF2014-55579-R]; Comunidad Autónoma de Madrid (CAM) [grant number INDISNET01592006]; Instituto de Salud Carlos III y Fondo Europeo de Desarrollo Regional (FEDER) [grant numbers BIOMID-PIE13/041 and RD12/0042/0056]; European Research Council (ERC) [grant number ERC-2011-AdG 294340- GENTRIS

    Diseño y ciencias sociales

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    PROCESOS DE DISEÑO; El proyecto y el proceso de ideación; Creatividad e innovación; Teorías de la creatividad: Imagen y símbolo en los procesos creativos; EL SISTEMA DE LOS OBJETOS; El concepto de objeto Categorías y componentes: materia, forma, función e imagen; El significado de los objetos: la lectura del objeto industrial; Diseño y comunicación; ARTE Y DISEÑO; El significado de los objetos; El objeto artístico y el objeto industrial; El arte ¿qué es?; Las vanguardias y el arte contemporáneo; En los umbrales de una nueva estética; EL HOMBRE, EL AMBIENTE Y LOS OBJETOS; El hombre y la relación hombre-mundo como unidad existencial; La consideración de lo ambiental en el pensamiento contemporáneo; El hombre y el ambiente: la dimensión natural y cultural; TÉCNICA Y SOCIEDAD; La producción social de la existencia Acerca de la técnica y la idea de progreso; Proyectar objetos técnicos; TRABAJO FINAL (UNIDAD SÍNTESIS); Síntesis y reelaboración de conceptos: El Trabajo Final Acerca del conocimiento; Objeto de estudio: el hombre; Sobre la investigación en el diseño; El trabajo final: sus problemáticas.... Es bien sabido que la expresión ciencias humanas es una noción epistemológica que designó -con gran influencia- durante bastante tiempo y en diversos entornos al conjunto de ciencias o saberes cuyo objeto es el hombre o las comunidades humanas y -principalmente. su cultura. Actualmente su empleo no es muy generalizado, aunque permanece, con mayor o menor fortuna, en algunas denominaciones institucionales. El caso específico de la comunidad responsable de la autoría de este libro, la Cátedra de ciencias humanas de un programa universitario de formación profesional en diseño, tal vez indique una de las ocasiones en que la persistencia de esta denominación sea afortunada, para el campo de estudios en el cual se inserta...Fil: Bustamante, Juana. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Fraenza, Fernando. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Andrade, Elena Beatriz. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Franco, María Belén. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Strahman, Edith. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Buguña, Patricia. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Zalazar, Claudio Alberto. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Fernández Fortunato, Eliana. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Alday, Romina. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; ArgentinaFil: Martín, Adriana Ester. Universidad Nacional de Córdoba. Facultad de Arquitectura, Urbanismo y Diseño; Argentin

    Assessing health science students’ gaming experience: a cross-sectional study

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    BackgroundDigital gamification applied to university students enrolled in health-related degrees is considered an innovative and beneficial tool that complements traditional teaching.ObjectivesTo analyze the enjoyment experience obtained by university students in the Faculty of Health Sciences and to know the gender differences after participating in a digital game.DesignCross-sectional descriptive study.ParticipantsA total of 156 university students from the Faculty of Health Sciences, University of Zaragoza.MethodsThe activity of a digital game took place in the academic year 2021–2022 and was carried out as a teaching innovation project with the final approval of the University of Zaragoza. The tools used were the Spanish version of the Gameful Experience Scale and a self-administered questionnaire on satisfaction and suitability reported by the activity.ResultsA total of 156 students participated with an age of 21.2 ± 6.2 years. The highest score is the enjoyment dimension (4 ± 0.7), and the lowest score is the negative affect dimension (1.5 ± 0.9). Cronbach’s alpha for the whole Gameful Experience Scale was 0.95. There were significant differences in three dimensions of the Gameful Experience Scale: male students had more enjoyment than female students (p = 0.05), enjoyed a greater sense of domination (p = 0.01), and had fewer negative effects (p = 0.0). In the highest corresponding positions it was used for other topics such as learning (m 4.4; SD 0.5), motivation to learn (m 4.1; SD 0.8) or helping memorize concepts (m 4.4).4; SD 0.5).ConclusionGender influences student satisfaction after carrying out a gamification activity, especially after a digital game. The dimensions in which gender differences were found were fun, absence of negative effects, and dominance

    Is education level, as a proxy for socio-economic position, related to device-measured and self-reported sedentary behavior in European older adults? A cross-sectional study from the SITLESS project

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    BackgroundSedentary behavior (SB) is a determinant of health in older adult people. Educational level is a primary driver of health disparities and is demonstrated to be a reliable measure of socioeconomic position. We aimed to examine the associations between educational level and self-reported along with device-measured SB in older adults living in Europe and the association of mentally active and passive SB domains with the educational level and gender in these associations.MethodsThe design is cross-sectional. One thousand three hundred and sixty participants aged 65 and over (75.3±6.3 years old, 61.8% women) participated. Inclusion criteria were scored with the Short Physical Performance Battery. Variables that describe the sample were assessed with an interview, and device-measured SB was assessed with an accelerometer. SB was assessed with the Sedentary Behavior Questionnaire and an accelerometer. Multiple linear regression models were used to study the association between the level of education and SB.ResultsParticipants self-reported an average of 7.82 (SD: 3.02) daily waking hours of SB during weekend days, and the average of device-measured SB was 11.39 (1.23) h. Total mentally active SB (weekdays and weekends) was associated with the education level (p < 0.000). Participants were more sedentary during the week than during weekends, regardless of level of education (p < 0.000). Education level was significantly associated with self-reported mean hours per day in 46SB (p = 0.000; R=0.026; 95%CI).ConclusionLow education level in older adults is associated with self-reported SB but not with objective SB measures

    Marco activo de recursos de innovación docente: Madrid

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    Una guía de espacios e instituciones para actividades educativas complementarias en enseñanza secundaria y Formación Profesional
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