Polytechnic Institute of Viana do Castelo

IPVC Repository
Not a member yet
    3348 research outputs found

    Principal component approach and relationship between nomination scale for identification of football talent and physical fitness in young soccer players

    No full text
    The present study aimed to investigate the relationship between the physical capabilities of young soccer players and their performance in game-related variables as assessed through the Nomination Scale for Identifying Football Talent (NSIFT) questionnaire. A total of 80 young soccer players, with an average age of 10.70 ± 1.02years, participated in the research. Each player underwent a comprehensive assessment session that included the 5-0-5 Change of Direction (COD) test, the Illinois Agility Test, and the Countermovement Jump (CMJ) test. These assessments were selected to evaluate critical physical attributes essential for soccer performance such as agility, explosive strength, and the ability to change direction rapidly. To analyze the data, Principal Component Analysis (PCA), a statistical technique that reduces the dimensionality of large datasets while retaining as much variance as possible, was employed. The PCA results indicated strong sample validity as confirmed by the Kaiser–Meyer–Olkin (KMO) measurement index, which assesses the adequacy of the sample size for factor analysis. The analysis revealed two principal components: development and disposition, which together accounted for 73% of the total variance in the data. The development component encompasses various physical attributes that contribute to a player’s growth and improvement, including strength, speed, and agility. Conversely, the disposition component reflects innate qualities and cognitive skills that predispose players to excel in soccer such as decision making and game awareness. This research highlights the importance of incorporating physical assessments into talent identification processes, providing objective measures that complement subjective evaluations. This study contributed to the literature on talent identification in soccer, emphasizing the need for a multidisciplinary approach to nurture young athletes effectively. Future research should continue to explore the interplay between physical and cognitive skills in soccer to enhance player development and success in competitive environments.9E1A-F9DD-3EB8 | Filipe Manuel ClementeN/

    Avaliação digital entre pares na utilização da folha de cálculo: um estudo no 10.º ano do ensino profissional

    Get PDF
    Dissertação de Mestrado em Tecnologias da Informação e Comunicação em Educação apresentada na Escola Superior de Educação do Instituto Politécnico de Viana do CasteloAs políticas públicas portuguesas da Educação dos últimos anos elegem um conjunto de prioridades e dimensões estruturantes como referente para as decisões de gestão curricular, de ordem pedagógica e organizativa. Destaquem-se alguns documentos orientadores, nomeadamente as Aprendizagens Essenciais alinhadas com o Perfil dos Alunos à Saída da Escolaridade Obrigatória, a conceção de uma escola inclusiva, preconizada pela Autonomia e Flexibilidade Curricular, bem como os perfis profissionais/referenciais de competências, quando aplicáveis, que remetem para um novo perfil de aluno e também para um novo perfil de escola e de professor. O Aluno deve ser o centro das aprendizagens e o professor tem de estar continuamente a investir na preparação de materiais inovadores e aliciantes que permitam motivar e envolver os alunos. O uso de tecnologias educativas tem demonstrado resultados significativos ao nível da qualidade do ensino e da motivação dos alunos no processo de aprendizagem. Neste contexto, a avaliação centrada na aprendizagem dos alunos é incontornável. Com base nestes pressupostos, com este estudo pretende-se perceber a influência da avaliação entre pares, na aprendizagem da utilização da folha de cálculo, para a organização e tratamento de dados, com recurso à atividade workshop da plataforma MOODLE. Para isso foram delineadas as seguintes questões de investigação: (1) Como se caracteriza o desempenho dos alunos na realização das tarefas e como avaliadores? (2) Como se caracteriza o feedback que os alunos fornecem aos pares? (3) Como se caracterizam as perceções dos alunos sobre o impacto da avaliação entre pares na sua aprendizagem? A investigação é de cariz qualitativo e apresenta um design de estudo de caso. Os participantes foram vinte alunos de uma turma do 10.º ano, do Curso Profissional de Técnico de Gestão e Programação de Sistemas Informáticos que frequentaram a disciplina de Tecnologias de Informação e Comunicação. Foi suportada em várias técnicas de recolha de dados, nomeadamente: a inquirição, por questionário e entrevista; a observação recorrendo ao diário de bordo e a análise documental, através dos registos dos alunos. A partir da análise dos dados, pode-se concluir que 7 alunos obtiveram um desempenho muito bom, participando de forma ativa na execução das tarefas propostas e na avaliação entre pares, bem como na sua autoavaliação. Este mesmo grupo forneceu feedback de qualidade aos seus colegas, apontando os erros cometidos e sugerindo caminhos de melhoria. No entanto, os restantes 13 alunos não se envolveram, ou envolveram-se pouco, na realização das tarefas e na sua avaliação. Contudo, ambos os grupos são de opinião que a avaliação entre pares, com critérios de avaliação bem definidos e claros para todos os intervenientes, tem um impacto positivo no seu processo de aprendizagem.Abstract In recent years, Portuguese public Education policies have set a series of priorities and structuring dimensions as a reference point for curricular, pedagogical, and organizational management decisions. Some key guiding documents stand out, namely, the Essential Learning aligned with the Profile of Students Leaving Compulsory Schooling, the conception of an inclusive school, advocated by Autonomy and Curricular Flexibility, as well as the professional profiles/referential competencies, when applicable, which point to a new student profile and also to a new profile for schools and teachers. The student should be at the centre of learning, and the teacher must continually invest in the preparation of innovative and appealing materials to motivate and engage students. The use of educational technologies has shown significant results in terms of teaching quality and student motivation in the learning process. In this context, assessment focused on student learning is essential. Based on these assumptions, this study aims to understand the influence of peer assessment on learning to use spreadsheets to organise and process data, using the MOODLE platform´s workshop activity. To achieve this, the following research questions were outlined: (1) How is the performance of the students in carrying out the tasks and as assessors characterised? (2) How is the feedback provided by the students to their peers characterised? (3) How are the students' perceptions of the impact of peer assessment on their learning characterised? This is a qualitative research with a case study design. The participants were twenty students from a 10th grade course in Computer Systems Management and Programming who attended the Information and Communication Technologies subject. It was based on various data collection techniques, namely: inquiry through questionnaires and interviews; observation using a logbook; and document analysis through students' records. From the data analysis, it can be concluded that 7 students performed very well, actively participating in the completion of the assigned tasks, peer assessment, as well as in their self-assessment. This same group provided quality feedback to their classmates, pointing out mistakes and suggesting ways for improvement. However, the remaining 13 students had little or no engagement in carrying out the tasks and in their assessment. Nevertheless, both groups agree that peer assessment, when accompanied by clear and well-defined assessment criteria for all participants, has a positive impact on their learning process

    Analysis of growth models in Galician × Nelore crossbred cattle in the first year of life

    Get PDF
    The veal niche market is gaining momentum in Brazil. Locally known as ‘Vitelão’, veal refers to the meat from calves slaughtered up to 12 months of age. In this study, we assessed the Galician Blond × Nelore cross as a candidate to produce veal. The aim of this study was to establish criteria for selecting 12-month-old calves suitable for slaughter. To find the best fit, we adjusted various growth models for calves up to 12 months of age. Once the best fit was determined, the selected growth model was then used to calculate the relative and instantaneous growth rates to evaluate the slaughtering potential at 12 months. Our study reveals that, under present conditions, the Logistic model is the best f it for characterizing and functionally analyzing growth from birth to 12 months of age in Galician Blond crosses with Nelore. Calves resulting from this cross experience rapid growth in their first 12 months of life, making them an excellent choice for producing high-quality veal while maintaining rusticity and adaptability to extreme environments. The results of this study could contribute to enhancing the growth management systems of Galician Blond and Nelore crosses in Brazilian grazing production systems. Additionally, they can be incorporated into genetic improvement programs as a tool for selecting animals with greater precocious growth without altering adult weight.0F1A-358B-43B5 | Fernando Jorge Ribeiro da Matainfo:eu-repo/semantics/publishedVersio

    Seasonal variations on testicular morphology, boar taint, and meat quality traits in traditional outdoor pig farming

    Get PDF
    Traditional outdoor pig farming is renowned for its emphasis on animal welfare and the production of highly valued, quality meat. While seasonality is known to impact certain animals, particularly those raised outdoors, there is a lack of research on Bísaro boars, a native Portuguese breed. This research study was conducted on a total of 20 male entire Bísaro pigs, reared in outdoor pens from 4 to 13 months old, and subsequently slaughtered. The animals were divided into two groups: one slaughtered in winter (Wi, n = 9), and the other in summer (Su, n = 11). The objective was to evaluate testicular morphometry, boar taint compounds, and meat quality traits, including sensory analysis and fatty acid profile. Testicles from the Su group exhibited reduced volume, indicating diminished functionality during that season. While no significant differences were observed in the boar taint compound analysis, panelists could discern a more intense aroma and flavor of boar taint in the Su meat. Other meat quality traits showed no significant variations, but the fatty acid profile displayed higher values in the Wi group. This study reveals that Bísaro boars experience reproductive seasonality, leading to variations in boar taint compounds across the seasons. This information is crucial for farm planning.9814-6B05-9C03 | Ricardo Miguel Pereira PintoN/

    Som e gesto: livro de apoio à didática das expressões artísticas: música

    No full text
    Este livro de apoio foi realizado com objetivo de proporcionar aos estudantes de Didáticas das Expressões Artísticas do Curso de Mestrado de Educação Pré-Escolar e Ensino do 1º Ciclo recursos que têm por base o SOM e o GESTO na promoção de momentos musicais com e para bebés.B416-43A6-419A | Adalgisa Castro Maia PontesN/

    A intervenção do design de comunicação na criação de identidades visuais : um estágio curricular na SignumDesign

    No full text
    Mestrado em Design Integrado na Escola Superior de Tecnologia e Gestão do Instituto Politécnico de Viana do CasteloO presente documento relata o estágio curricular decorrido durante um período de 16 semanas na agência SignumDesign, em Viana do Castelo. Este relatório tem como finalidade apresentar e fundamentar o projeto desenvolvido durante o período de estágio, assim como expor um segundo projeto realizado após o término da formação em contexto empresarial. A realização do estágio curricular para obtenção do grau de Mestre em Design Integrado teve como intuito conhecer e aprofundar o conhecimento na área de criação de identidades visuais, assim como contactar com a realidade empresarial. Este permitiu fortalecer as competências adquiridas ao longo do percurso académico, possibilitando, além da experiência em contexto profissional, desempenhar funções de responsabilidade na área do Design de Comunicação. O documento encontra-se dividido em duas partes. A primeira corresponde ao enquadramento teórico, onde são apresentados conteúdos relacionados com o design de comunicação, desde um breve enquadramento histórico até à identificação dos elementos essenciais da comunicação visual; uma abordagem resumida ao conceito da marca e à sua história; a práticas relacionadas com o branding; e dois estudos de caso. Esta parte inclui assim os principais conceitos relacionados com a criação e desenvolvimento de uma marca visual. A segunda parte apresenta o projeto realizado no decorrer do estágio, assim como o projeto pós-estágio. Dado o caráter essencialmente prático do estágio, o presente estudo assenta numa metodologia de base qualitativa, intervencionista e não intervencionista. O método adotado permite reconhecer o processo criativo, desde a primeira abordagem até à resolução do problema, podendo ser adaptado ao longo do processo para se moldar às necessidades do briefing e respetivo cliente. Neste contexto, os trabalhos produzidos e apresentados neste relatório têm como objetivos auxiliar os clientes e contribuir para a divulgação das suas marcas, incluindo-se aqui o aumento da visibilidade e reconhecimento dessas; o incremento de interações nas redes sociais e websites e o consequente impacto nas suas atividades empresariais. Cada projeto desenvolvido atendeu às necessidades do cliente, resultando em identidades visuais consideradas eficazes e eficientes para as suas necessidades, construídas com conhecimento especializado adquirido em contexto profissional.The current document describes the internship carried out over a period of 16 weeks at the SignumDesign agency in Viana do Castelo. The purpose of this report is to present and justify the project developed during the internship period, as well as to explain a second project carried out after the completion of the professional training. The completion of the curricular internship to obtain a Master's degree in Integrated Design aimed to explore and deepen knowledge in the field of visual identity creation, as well as to gain exposure to the business environment. It allowed for the enhancement of skills acquired during the academic journey, providing not only professional experience but also opportunities to take on responsibilities in the field of Communication Design. The document is divided into two parts. The first part corresponds to the theoretical framework, where content related to communication design is presented, starting with a brief historical overview and then identifying the essential elements of visual communication. It includes a concise exploration of the concept of branding, its history, and practices related to branding, along with two case studies. This part covers the key concepts related to creating and developing a visual brand. The second part presents the project carried out during the internship, as well as the post-internship project. Given the essentially practical nature of the internship, this study is based on a qualitative, interventionist, and non-interventionist methodology. The adopted method allows for the recognition of the creative process, from the initial approach to problem resolution. It can be adapted throughout the process to meet the needs of the briefing and the respective client. In this context, the work produced and presented in this report aims to assist clients and contribute to the promotion of their brands. This includes increasing their visibility and recognition, enhancing interactions on social media and websites, and the subsequent impact on their business activities. Each project developed met the client's needs, resulting in visual identities considered effective and efficient for their requirements, built with specialized knowledge acquired in a professional setting

    Game4NurseSupervisor: Development of a board game for Nursing Mentoring

    Get PDF
    Aim: To describe the stages of developing a board game prototype to promote knowledge about nursing mentorship. Background: Clinical supervision in nursing is a vital strategy for the quality of care. The use of gamification through a board game can enhance knowledge about mentoring in nursing. Design: We present a pilot study describing the development phases of the board game "Game4NurseSupervisor®." Methods: The study comprised three phases. The first phase involved a modified e-Delphi study with experts to collect and validate the content to be integrated into the board game. The second phase focused on constructing the prototype of the board game. Finally, the third phase involved testing the prototype in sessions « held in two healthcare units, followed by an evaluation through a questionnaire. Results: The e-Delphi study, involving a panel composed of 59 experts, progressed through two rounds, resulting in 61 cards divided into four categories. The second phase involved constructing the board game, incorporating interactive elements such as "Game4NurseSupervisor®." In the third phase, 25 nurses, consisting of clinical practice nurses, participated in the testing phase and expressed satisfaction with the game. Highlighted benefits included reflective, playful, dynamic, interactive and educational aspects. Conclusions: The conclusions suggest that "Game4NurseSupervisor®" could be a valuable tool for promoting knowledge about nursing mentorship, providing an innovative and interactive approach to skill development. This study makes a valuable contribution by addressing a previously unexplored aspect of nurse mentor training: the potential of board gamesC51A-9E8C-BFC2 | Andreia LimaN/

    Independência funcional e o estado confusional de pessoas sujeitas a programa de reabilitação

    Get PDF
    Objetivo: conhecer a influência do estado confusional na recuperação da independência funcional do paciente sujeito a reabilitação. Método: estudo descritivo-correlacional, quantitativo e longitudinal, com amostragem não probabilística, de tipologia acidental. Critérios de inclusão: medida de independência funcional ?90 e pacientes sujeitos a imobilidade. Critérios de exclusão: pacientes portadores de doenças neoplásicas e com uma escala de coma de Glasgow <11. Para a coleta de dados, utilizou-se um questionário sociodemográfico e as escalas NEECHAM e MIF. Resultados: os dados da amostra (n=40), revelam idade de 76,48 anos, em sua maioria mulheres, casadas, com o primeiro ciclo e em média estiveram sujeitos a 49,60 dias de imobilidade. O estado confusional teve uma melhoria significativa da 1ª avaliação na admissão, na qual 52,2% dos indivíduos apresentavam-se com confusão moderada a severa, para a 2ª avaliação na alta, em que 85% apresentavam-se não confusos. A independência funcional registou uma melhoria de 38,03%. Conclusão: a confusão é um problema neuropsiquiátrico que interfere na atenção e a cognição, nomeadamente na capacidade de percepção. No entanto, mesmo os participantes confusos, quando submetidos a um programa de enfermagem de reabilitação tendem a recuperar a independência funcional.C51A-9E8C-BFC2 | Andreia Limainfo:eu-repo/semantics/publishedVersio

    Efficacy of the use of Wii Games in the physical and functional training of the elderly: protocol of a systematic review

    Get PDF
    Abstract: Background: Scientific and technological development has constituted a reality in the lives of populations, making it unimaginable to live without specific incentives that development has allowed. That said, given the increase in the longevity of people, it will be helpful to implement these resources in promoting health and disease prevention in the elderly. The objective of this study is to identify, in the scientific evidence, the effects of Wii games on the physical training of the elderly. Methods: A systematic review will be carried out according to the methodology recommended by the Joanna Briggs Institute. Relevant databases will be used for the research, where the words will be used: rehabilitation, exercise, physical activity, rehabilitation exercise; movement; therapeutic exercise; engine activity; rehabilitation, geriatric, gerontologic care, and aged. Results: This systematic review will include experimental and quasi-experimental studies, including randomised studies with and without a control group, pre- and post-assessment. Conclusions: To promote the autonomy of the elderly and consequently healthy and prosperous ageing, it is crucial to implement all available measures and resources. For this purpose, exergames have been shown to be effective, and it is necessary to know which ones are suitable for the physical training of the elderly. This one protocol is registered with the Open Science Framework.C51A-9E8C-BFC2 | Andreia LimaN/

    Os trilhos digitais na procura do conhecimento histórico

    Get PDF
    Dissertação de Mestrado em Tecnologias da Informação e Comunicação em Educação apresentada na Escola Superior de Educação do Instituto Politécnico de Viana do CasteloA aprendizagem da disciplina de História tem sido tradicionalmente associada ao ato de decorar conceitos e conteúdos de forma transmissiva. Contudo, com o crescimento e desenvolvimento das tecnologias, o professor tem a possibilidade de inovar pedagogicamente as suas metodologias de ensino, podendo diversificar o ambiente educacional e envolver o aluno na construção do seu conhecimento. O presente estudo desenvolveu-se na área da disciplina de História e pretendeu compreender de que forma os trilhos digitais criados através das ferramentas tecnológicas Actionbound e Google Earth contribuíram para o envolvimento dos alunos na aquisição do conhecimento e competências históricas, num contexto de M-learning fora da sala de aula e B-learning na sala de aula e extra-aula através da exploração e construção de trilhos virtuais. Para a sua concretização enunciaram-se quatro questões de investigação: (1) De que modo o meio envolvente pode contribuir para o envolvimento dos alunos na resolução de tarefas através de trilhos fora da sala de aula e virtuais? (2) Como se carateriza a reação dos alunos à realização de trilhos digitais dentro e fora de sala de aula? (3) Como se caraterizam as perceções dos alunos sobre o impacto da utilização de trilhos na sua aprendizagem? (4) Como se carateriza o desempenho dos alunos na resolução e construção de trilhos? A metodologia de investigação foi qualitativa de carácter interpretativo com um design de estudo de caso múltiplo. A recolha de dados incidiu sobre uma turma do 7.º ano com cerca de 21 alunos, tendo a recolha de dados sido feita através de observações, entrevistas, questionários, gravações áudio e vídeo e registos feitos pelos alunos. Os resultados mostram que a utilização de trilhos digitais envolveu os alunos a nível afetivo, comportamental e cognitivo num ambiente de aprendizagem prazeroso para conhecer e consolidar conhecimentos do património local, nacional e mundial, destacando-se a atenção e sucesso na realização das tarefas, esforço, persistência, sentido de responsabilidade, colaboração e empenho. Durante a realização dos trilhos e entrevistas observou-se que os alunos caracterizaram esta experiência como divertida, promotora da curiosidade e um estímulo à descoberta do conhecimento.Learning the subject of history has traditionally been associated with the act of memorizing concepts and content in a transmissive way. However, with the growth and development of technologies, teachers have the opportunity to innovate their teaching methodologies pedagogically, diversifying the educational environment and involving students in the construction of their knowledge. This study was carried out in the field of History and aimed to understand how the digital trails created using the technological tools Actionbound and Google Earth contributed to the involvement of students in the acquisition of historical knowledge and skills, in a context of M-learning outside the classroom and B-learning in the classroom with the exploration and construction of virtual trails. For guiding questions were posed: (1) How can the environment contribute to students' involvement in solving tasks through out-of-class and virtual trails? (2) How do you characterize students' reaction to digital trails inside and outside the classroom? (3) How do you characterize students' perceptions of the impact of using trails on their learning? (4) How do you characterize students' performance in solving and building trails? The research methodology was qualitative and interpretive, with a multiple case study design. Data collection focused on a 7th grade class with 21 students, and was done through observations, interviews, questionnaires, audio and video recordings and records made by the students. The results show that the use of digital trails involved students on an affective, behavioral and cognitive level in a pleasurable learning environment to get to know and consolidate knowledge of local, national and world heritage, highlighting attention and success in carrying out the tasks, effort, persistence, sense of responsibility, collaboration and commitment. During the trails and interviews, it was observed that the students characterized this experience as fun, promoting curiosity and stimulating the discovery of knowledge

    2,650

    full texts

    3,348

    metadata records
    Updated in last 30 days.
    IPVC Repository
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇