Cristina Vilela De Carvalho
Biographic Data
| ID | 2793482 |
|---|---|
| NAME | Cristina Vilela De Carvalho |
| GIVEN NAMES | Cristina Vilela |
| FAMILY NAME | De Carvalho |
| SIGNATURE | DE CARVALHO C V |
| AFFILIATIONS | Instituto Superior de Engenharia do Porto |
| ORCID | 0000-0001-6587-5893 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1990 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
Design Thinking in Secondary Education
Design Thinking (DT) is a design process originally used in the conception and validation of innovative and technologically efficient human-centered solutions for ill-formed problems. Being an iterative and collaborative process with a human point of view, DT allows adopters to improve several intrapersonal and interpersonal skills, like collaboration, creative thinking, leadership, presentation, project management, ethics, storytelling, negotiat…
Generational Inclusion
This article presents an initiative that addresses the problem of the digital literacy generational gap, targeting older adults that struggle to integrate the digital world and are unaware of the dangers of the online environment. The article has a European scope but with a special attention to the Portuguese context. The methodological approach started with a theoretical research on digital and online literacy of adults, followed by the design o…
Support Needs and Expectations of People Living with Dementia and Their Informal Carers in Everyday Life
The aim of this study was to describe the needs and expectations of support within everyday life among community-dwelling people living well with an early stage dementia and their informal carers. The study employed a qualitative design. Data were collected in 2018, via four focus group interviews with, in total, 17 people with dementia and 21 informal carers, transcribed and analyzed with manifest content analysis. Needs and expectations of supp…
Serious Games Network
“Serious games” can be defined as (digital) games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network) will create a Commun…
Depressão na infância
Na depressão infantil os sintomas diferem dos apresentados pelos adultos, evidenciando-se freqüentemente através de transtorno do déficit de atenção e hiperatividade, baixa auto-estima, tristeza, medos, distúrbios do sono, enurese, dores abdominais. Procurou-se estudar manifestações depressivas em crianças de 03 a 10 anos de idade, no contexto de creches e saúde pública, na cidade de Paranavaí-PR, realizando-se: a) entrevistas semi-estruturadas c…
Atuação de psicólogos na Saúde Pública
Depressão na infância
Na depressão infantil os sintomas diferem dos apresentados pelos adultos, evidenciando-se freqüentemente através de transtorno do déficit de atenção e hiperatividade, baixa auto-estima, tristeza, medos, distúrbios do sono, enurese, dores abdominais. Procurou-se estudar manifestações depressivas em crianças de 03 a 10 anos de idade, no contexto de creches e saúde pública, na cidade de Paranavaí-PR, realizando-se: a) entrevistas semi-estruturadas c…
Atuação de psicólogos na Saúde Pública
Depressão na infância
Na depressão infantil os sintomas diferem dos apresentados pelos adultos, evidenciando-se freqüentemente através de transtorno do déficit de atenção e hiperatividade, baixa auto-estima, tristeza, medos, distúrbios do sono, enurese, dores abdominais. Procurou-se estudar manifestações depressivas em crianças de 03 a 10 anos de idade, no contexto de creches e saúde pública, na cidade de Paranavaí-PR, realizando-se: a) entrevistas semi-estruturadas c…
Serious Games Network
“Serious games” can be defined as (digital) games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network) will create a Commun…
Support Needs and Expectations of People Living with Dementia and Their Informal Carers in Everyday Life
The aim of this study was to describe the needs and expectations of support within everyday life among community-dwelling people living well with an early stage dementia and their informal carers. The study employed a qualitative design. Data were collected in 2018, via four focus group interviews with, in total, 17 people with dementia and 21 informal carers, transcribed and analyzed with manifest content analysis. Needs and expectations of supp…
Generational Inclusion
This article presents an initiative that addresses the problem of the digital literacy generational gap, targeting older adults that struggle to integrate the digital world and are unaware of the dangers of the online environment. The article has a European scope but with a special attention to the Portuguese context. The methodological approach started with a theoretical research on digital and online literacy of adults, followed by the design o…
Design Thinking in Secondary Education
Design Thinking (DT) is a design process originally used in the conception and validation of innovative and technologically efficient human-centered solutions for ill-formed problems. Being an iterative and collaborative process with a human point of view, DT allows adopters to improve several intrapersonal and interpersonal skills, like collaboration, creative thinking, leadership, presentation, project management, ethics, storytelling, negotiat…
Computer Science (3 works) · Political science (3 works) · Psychology (3 works) · Sociology (3 works) · Medicine (2 works) · Pedagogy (2 works) · Philosophy (2 works) · Psychology and Mental Health (2 works) · Social Psychology (2 works) · World Wide Web (2 works)