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Making the patient as an actor of his TPE: a cognitive-behavioral reeducation device

Par : Type de matériel : TexteTexteLangue : français Détails de publication : 2021. Sujet(s) : Ressources en ligne : Abrégé : The rehabilitation of executive function disorders, mainly observable after a stroke or head injury, requires new TPE solutions. Patients are no longer able to articulate actions or thoughts directed toward a final goal, they are no longer autonomous and their anosognosia severely limits their involvement. Our methodology of Serious Game Design within a Research and Intervention approach in a health establishment allowed us to co-construct a therapeutic device in a dynamic way. The scenario considers learning mechanisms, metacognition, motivation and commitment. Correctly carried out, this work can improve learning and transfer to real life. To arrive at concrete perspectives, we considered representations linked to the dynamics of the lived situation, constructed in the course of action.The scenario thus contains a meaningful experience by emphasizing curiosity with exploratory behavior. Its theme, its interactive narration, its game elements, its mechanics to de-dramatize error and promote relative self-determination, its characters for the implementation of the theory of mind, its metaphors of interactions through direct actions, the facilitating and inclusive medium or its feed-back are all designed to put the patient back at the heart of the ETP, the real actor of his rehabilitation in order to help him become aware of his disorders and to develop his own strategies in order to regain his autonomy.
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The rehabilitation of executive function disorders, mainly observable after a stroke or head injury, requires new TPE solutions. Patients are no longer able to articulate actions or thoughts directed toward a final goal, they are no longer autonomous and their anosognosia severely limits their involvement. Our methodology of Serious Game Design within a Research and Intervention approach in a health establishment allowed us to co-construct a therapeutic device in a dynamic way. The scenario considers learning mechanisms, metacognition, motivation and commitment. Correctly carried out, this work can improve learning and transfer to real life. To arrive at concrete perspectives, we considered representations linked to the dynamics of the lived situation, constructed in the course of action.The scenario thus contains a meaningful experience by emphasizing curiosity with exploratory behavior. Its theme, its interactive narration, its game elements, its mechanics to de-dramatize error and promote relative self-determination, its characters for the implementation of the theory of mind, its metaphors of interactions through direct actions, the facilitating and inclusive medium or its feed-back are all designed to put the patient back at the heart of the ETP, the real actor of his rehabilitation in order to help him become aware of his disorders and to develop his own strategies in order to regain his autonomy.

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