Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes

Detalhes bibliográficos
Autor(a) principal: Araújo, Danilo de Freitas
Data de Publicação: 2012
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFRN
Texto Completo: https://repositorio.ufrn.br/jspui/handle/123456789/17510
Resumo: The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games
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spelling Araújo, Danilo de Freitashttp://lattes.cnpq.br/3475301571535337http://lattes.cnpq.br/6914402826291062Araújo, John Fontenelehttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4792718J4Malloy-diniz, Leandro Fernandeshttp://lattes.cnpq.br/1906784092048967Almondes, Katie Moraes de2014-12-17T15:38:58Z2012-09-172014-12-17T15:38:58Z2012-04-20ARAÚJO, Danilo de Freitas. Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes. 2012. 162 f. Dissertação (Mestrado em Psicologia, Sociedade e Qualidade de Vida) - Universidade Federal do Rio Grande do Norte, Natal, 2012.https://repositorio.ufrn.br/jspui/handle/123456789/17510The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with gamesO sono é um processo cerebral ativo que contribui para a realização eficiente das tarefas cotidianas. Mudanças em seu padrão podem influenciar o desempenho de diversos processos cognitivos. Vários estudos recentes têm demonstrado a possibilidade de melhora do desempenho cognitivo, a partir do treinamento cognitivo com o uso de jogos de computador. A questão é se tais intervenções podem ser influenciadas também pela qualidade do sono. Assim, avaliamos o efeito da qualidade do sono sobre a eficácia de uma intervenção com jogos de computador baseada no treinamento da memória operacional e da atenção para o desempenho cognitivo de alunos do ensino fundamental. A amostra foi constituída por 42 alunos com idade média de 10,43 (DP=1,23) anos, sendo 22 indivíduos do sexo masculino e 20 do feminino. Utilizamos para a avaliação do sono junto aos pais uma ficha sobre sono, um diário do sono e o Questionário sobre Comportamento do Sono. Para a intervenção, os indivíduos foram alocados nos grupos experimental e controle, ambos com 21 indivíduos. No primeiro grupo ocorreu a intervenção, que consistiu no treinamento da memória operacional e da atenção com duas tarefas cognitivas (Safari e Brain Workshop) por 30 minutos diários, por um período de 6 semanas. Por igual período, os indivíduos do grupo controle deveriam reproduzir uma obra de arte utilizando software de desenho. Para avaliação do desempenho cognitivo aplicamos antes e depois do período de intervenção a Escala de Inteligência Wechsler para Crianças (WISC-III). Os resultados mostraram que em ambos os grupos o desempenho da inteligência, memória operacional, atenção e visuoespacialidade foi abaixo da média esperada. Os processos cognitivos avaliados após a intervenção no grupo experimental tiveram um desempenho significativamente maior no índice Organização Perceptual (t = -6,24; p < 0,01) e nas escalas de QI Total (t = -5,09; p < 0,01) e de QI de Execução (t = -6,52; p < 0,01), sugerindo melhora na performance da visuoespacialidade, atenção e velocidade de processamento. No grupo controle, o desempenho foi maior no subteste Código (t = -5,38; p < 0,01) e no índice Organização Perceptual (t = -3,66; p = 0,01), sugerindo melhora na performance da visuoespacialidade e atenção. A média obtida com o Questionário de Comportamento do Sono foi de 53,76 (DP=14,96) para o grupo experimental e 61,19 (DP=12,82) para o grupo controle, indicando tendência para qualidade do sono ruim nesse último. Tanto nos primeiros como nos últimos quinze dias da intervenção constatamos nos grupos horários de dormir, duração e regularidade adequados, nos dias escolares e nos fins de semana. Não verificamos diferenças significativas entre os dois grupos em nenhuma das variáveis de sono. Verificamos melhora significativa no desempenho do grupo experimental com a intervenção nos dois jogos. Não verificamos correlações significativas entre os índices de desempenho dos jogos e as variáveis de sono no grupo experimental. Verificamos correlações significativas entre o desempenho no Brain Workshop e o subteste Cubos, o índice Organização Perceptual e a Escala de QI de Execução, sugerindo que a melhora significativa da visuoespacialidade e da atenção estava correlacionada ao desempenho no Brain Workshop. Apesar da ausência de correlações com o desempenho no Safari, é possível que ele também tenha auxiliado na melhora da performance cognitiva. Os achados apóiam a hipótese de que os jogos de computador podem ser uma ferramenta satisfatória para a melhora do desempenho em visuoespacialidade e atenção. Isso pode ser resultado da inserção de estímulos visuoespaciais na tarefa como, por exemplo, elementos gráficos com temáticas infantis que aumentam o interesse. O QI abaixo da média dos indivíduos pode ter interferido para que processos cognitivos como a memória operacional não tenham melhorado com a intervenção. Além disso, não foi verificada relação entre a qualidade do sono e a eficácia da intervenção, o que pode ter sido influenciado pelo n da amostra. Estudos futuros deverão focar na otimização dos efeitos das intervenções com jogosapplication/pdfporUniversidade Federal do Rio Grande do NortePrograma de Pós-Graduação em PsicologiaUFRNBRPsicologia, Sociedade e Qualidade de Vidasonoprocessos cognitivosestudantesjogos de computadorsleepcognitive processesstudentscomputer gamesCNPQ::CIENCIAS HUMANAS::PSICOLOGIAAvaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFRNinstname:Universidade Federal do Rio Grande do Norte (UFRN)instacron:UFRNORIGINALDaniloFA_DISSERT.pdfapplication/pdf1428700https://repositorio.ufrn.br/bitstream/123456789/17510/1/DaniloFA_DISSERT.pdf353e176142fa9432dc5bff6d655b0bb4MD51TEXTDaniloFA_DISSERT.pdf.txtDaniloFA_DISSERT.pdf.txtExtracted texttext/plain274119https://repositorio.ufrn.br/bitstream/123456789/17510/6/DaniloFA_DISSERT.pdf.txt4e71ca48d10b6d0521b731af4ee486c7MD56THUMBNAILDaniloFA_DISSERT.pdf.jpgDaniloFA_DISSERT.pdf.jpgIM Thumbnailimage/jpeg2456https://repositorio.ufrn.br/bitstream/123456789/17510/7/DaniloFA_DISSERT.pdf.jpg8d07002ae96c3a6dd20cfaaf3e427d27MD57123456789/175102017-11-04 05:54:50.978oai:https://repositorio.ufrn.br:123456789/17510Repositório de PublicaçõesPUBhttp://repositorio.ufrn.br/oai/opendoar:2017-11-04T08:54:50Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)false
dc.title.por.fl_str_mv Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
title Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
spellingShingle Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
Araújo, Danilo de Freitas
sono
processos cognitivos
estudantes
jogos de computador
sleep
cognitive processes
students
computer games
CNPQ::CIENCIAS HUMANAS::PSICOLOGIA
title_short Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
title_full Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
title_fullStr Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
title_full_unstemmed Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
title_sort Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes
author Araújo, Danilo de Freitas
author_facet Araújo, Danilo de Freitas
author_role author
dc.contributor.authorID.por.fl_str_mv
dc.contributor.authorLattes.por.fl_str_mv http://lattes.cnpq.br/3475301571535337
dc.contributor.advisorID.por.fl_str_mv
dc.contributor.advisorLattes.por.fl_str_mv http://lattes.cnpq.br/6914402826291062
dc.contributor.referees1.pt_BR.fl_str_mv Araújo, John Fontenele
dc.contributor.referees1ID.por.fl_str_mv
dc.contributor.referees1Lattes.por.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4792718J4
dc.contributor.referees2.pt_BR.fl_str_mv Malloy-diniz, Leandro Fernandes
dc.contributor.referees2ID.por.fl_str_mv
dc.contributor.referees2Lattes.por.fl_str_mv http://lattes.cnpq.br/1906784092048967
dc.contributor.author.fl_str_mv Araújo, Danilo de Freitas
dc.contributor.advisor1.fl_str_mv Almondes, Katie Moraes de
contributor_str_mv Almondes, Katie Moraes de
dc.subject.por.fl_str_mv sono
processos cognitivos
estudantes
jogos de computador
topic sono
processos cognitivos
estudantes
jogos de computador
sleep
cognitive processes
students
computer games
CNPQ::CIENCIAS HUMANAS::PSICOLOGIA
dc.subject.eng.fl_str_mv sleep
cognitive processes
students
computer games
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::PSICOLOGIA
description The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games
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dc.date.issued.fl_str_mv 2012-04-20
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identifier_str_mv ARAÚJO, Danilo de Freitas. Avaliação da relação entre qualidade de sono e uma intervenção com jogos para o desempenho de crianças e adolescentes. 2012. 162 f. Dissertação (Mestrado em Psicologia, Sociedade e Qualidade de Vida) - Universidade Federal do Rio Grande do Norte, Natal, 2012.
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