The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention

Detalhes bibliográficos
Autor(a) principal: Tadeu, Pedro
Data de Publicação: 2015
Outros Autores: Lopes, Ana
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10314/2377
Resumo: According to UNESCO (1977) the Sociocultural Animation is defined as the set of social and cultural practices that aim to stimulate the initiative, as well as the participation of individuals in the process of their own development and global dynamics of socio-political life in which they are integrated. The Portuguese reality, as well as the other European demographic realities, demonstrate a growing weight of the elderly population. Many of these individuals, by choice or by lack of family support, are turning to institutions where they remain until old age. In this context, the socio-cultural Animation, in the figure of the animator, is very important, by creating dynamic conducive to the promotion of active ageing. As a first step, the goal of the strategies implemented passes through the integration of individuals of the new group to which they will belong, enabling socialization and reciprocal knowledge. In a second phase the strategies should enable the enhancement of institutional integration in the community, promoting empowerment, individual and collective. The game over time plays a role of primary importance in the creation of these dynamics necessary for the proper functioning in a group and in society. Also here in the context of socio-cultural Animation can use this methodology to the inclusion of adult individual around the maintenance of a healthy experience in society in the period of retirement. Many studies referred to the need for enriching activities after the passage of an active stage within society to a less active position. All groups, young and old, need to co-exist in a healthy existence. However it is necessary to create conditions for this contact. The animator, usually young, makes the bridge. On the other hand there are exploratory studies that investigate the relationship between the use of board games and the decrease in the risk of developing certain psychiatric diseases. We will try to expose in this article a pilot project to be developed in the context of socio-cultural Animation that will attempt to determine if there is relationship between the use of board games and certain abilities such as attention and learning in institutionalized adults.
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spelling The Game And Sociocultural Animation – A Strategy Of Inclusion And PreventionSocio-Cultural AnimationGameInclusionAdultsAccording to UNESCO (1977) the Sociocultural Animation is defined as the set of social and cultural practices that aim to stimulate the initiative, as well as the participation of individuals in the process of their own development and global dynamics of socio-political life in which they are integrated. The Portuguese reality, as well as the other European demographic realities, demonstrate a growing weight of the elderly population. Many of these individuals, by choice or by lack of family support, are turning to institutions where they remain until old age. In this context, the socio-cultural Animation, in the figure of the animator, is very important, by creating dynamic conducive to the promotion of active ageing. As a first step, the goal of the strategies implemented passes through the integration of individuals of the new group to which they will belong, enabling socialization and reciprocal knowledge. In a second phase the strategies should enable the enhancement of institutional integration in the community, promoting empowerment, individual and collective. The game over time plays a role of primary importance in the creation of these dynamics necessary for the proper functioning in a group and in society. Also here in the context of socio-cultural Animation can use this methodology to the inclusion of adult individual around the maintenance of a healthy experience in society in the period of retirement. Many studies referred to the need for enriching activities after the passage of an active stage within society to a less active position. All groups, young and old, need to co-exist in a healthy existence. However it is necessary to create conditions for this contact. The animator, usually young, makes the bridge. On the other hand there are exploratory studies that investigate the relationship between the use of board games and the decrease in the risk of developing certain psychiatric diseases. We will try to expose in this article a pilot project to be developed in the context of socio-cultural Animation that will attempt to determine if there is relationship between the use of board games and certain abilities such as attention and learning in institutionalized adults.The turkish online journal of educational technology2016-06-302015-08-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/10314/2377http://hdl.handle.net/10314/2377eng1303 - 6521Tadeu, PedroLopes, Anainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-14T02:55:13Zoai:bdigital.ipg.pt:10314/2377Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:42:00.850480Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
title The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
spellingShingle The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
Tadeu, Pedro
Socio-Cultural Animation
Game
Inclusion
Adults
title_short The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
title_full The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
title_fullStr The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
title_full_unstemmed The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
title_sort The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention
author Tadeu, Pedro
author_facet Tadeu, Pedro
Lopes, Ana
author_role author
author2 Lopes, Ana
author2_role author
dc.contributor.author.fl_str_mv Tadeu, Pedro
Lopes, Ana
dc.subject.por.fl_str_mv Socio-Cultural Animation
Game
Inclusion
Adults
topic Socio-Cultural Animation
Game
Inclusion
Adults
description According to UNESCO (1977) the Sociocultural Animation is defined as the set of social and cultural practices that aim to stimulate the initiative, as well as the participation of individuals in the process of their own development and global dynamics of socio-political life in which they are integrated. The Portuguese reality, as well as the other European demographic realities, demonstrate a growing weight of the elderly population. Many of these individuals, by choice or by lack of family support, are turning to institutions where they remain until old age. In this context, the socio-cultural Animation, in the figure of the animator, is very important, by creating dynamic conducive to the promotion of active ageing. As a first step, the goal of the strategies implemented passes through the integration of individuals of the new group to which they will belong, enabling socialization and reciprocal knowledge. In a second phase the strategies should enable the enhancement of institutional integration in the community, promoting empowerment, individual and collective. The game over time plays a role of primary importance in the creation of these dynamics necessary for the proper functioning in a group and in society. Also here in the context of socio-cultural Animation can use this methodology to the inclusion of adult individual around the maintenance of a healthy experience in society in the period of retirement. Many studies referred to the need for enriching activities after the passage of an active stage within society to a less active position. All groups, young and old, need to co-exist in a healthy existence. However it is necessary to create conditions for this contact. The animator, usually young, makes the bridge. On the other hand there are exploratory studies that investigate the relationship between the use of board games and the decrease in the risk of developing certain psychiatric diseases. We will try to expose in this article a pilot project to be developed in the context of socio-cultural Animation that will attempt to determine if there is relationship between the use of board games and certain abilities such as attention and learning in institutionalized adults.
publishDate 2015
dc.date.none.fl_str_mv 2015-08-01T00:00:00Z
2016-06-30
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dc.publisher.none.fl_str_mv The turkish online journal of educational technology
publisher.none.fl_str_mv The turkish online journal of educational technology
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