Kognitivni treninzi predstavljaju intervenciju osmišljenu za unapređenje različitih aspekata kognitivnog funkcioniranja. Najučinkovitiji oblik treninga predstavljaju tzv. multimodalni treninzi, koji ...uključuju aktivnost više kognitivnih procesa i dovode do boljeg transfera stečenih vještina u svakodnevni život. Literatura sugerira kako se u različitoj populaciji videoigre, najpoznatiji primjer multimodalnoga treninga, mogu rabiti za unapređenje kognitivnih funkcija. S obzirom je na njihovu veliku popularnost cilj ovoga preglednog rada prikazati kognitivne mehanizme koji videoigre čine optimalnim medijem za kognitivno osnaživanje te učinke igranja različitih vrsta videoigara na kognitivne funkcije. Konkretno, u radu su prikazana različita teorijska objašnjenja učinkovitosti videoigara, mehanizmi učenja i transfera stečenih vještina. Osim toga, rad je usmjeren na tri najčešće korištene vrste videoigara u kognitivnim treninzima: ozbiljne igre, igre mentalnog treninga i komercijalne igre. Pritom se razmatra njihova učinkovitost kod različitih dobnih skupina i neuropsiholoških bolesnika. Zbog velike raznolikosti komercijalnih igara dan je prikaz dosadašnjih nalaza učinkovitosti različitih žanrova komercijalnih igara u kognitivnom osnaživanju. U posljednjem su dijelu rada dane preporuke istraživačima za daljnje provjere učinkovitosti videoigara kao oblika kognitivnog treninga.
Cognitive training is an intervention aimed at promoting various aspects of cognitive functioning. The most effective programs include the so-called multimodal training, i.e. interventions which include the activity of several cognitive processes and lead to far transfer of training-induced skills to everyday life. Video games represent a well-established example of multimodal training, leading to cognitive empowerment in various populations. Given the popularity of video games, this review aims to present: i) cognitive mechanisms required for gaming which turn video games into an optimal platform for cognitive empowerment and ii) cognitive effects of playing various types of video-games. More specifically, we review the theory behind the efficacy of video games, learning mechanisms promoted by gaming, and mechanisms of transfer. Also, we focus on the three most commonly used video games in cognitive training: serious games, brain training and commercial games, considering their effects in different age groups and neuropsychological patients. Due to the variety of commercial games, the research findings are presented via different genres of commercial games and their effects on cognitive functioning. In the last part of the paper, we give recommendations for future video game research as a form of cognitive training.
În articol sunt prezentate date statistice referitoare la manifestarea fenomenului de autostigmatizare la persoanele seropozitive, precum şi modalitățile de intervenție destinate diminuării ...autostigmatizării. Rezultatele demersului formativ realizat denotă impactul pozitiv al strategiilor aplicate pentru reducerea nivelului de autostigmatizare, confirmându-se astfel eficacitatea programului de suport psihologic utilizat.DIMINISHING SELF-STIGMA TO SEROPOSITIVE PEOPLEThe article includes statistical data about the manifestations of self-stigma at seropositive people and the ways of intervention to reduce self-stigma at seropositive people. The results of the formative approach denote the positive impact of the applied strategies to reduce the level of self-stigma, thus confirming the effectiveness of the psychological support program used.
Despite the improving level of education in Hungary, the proportion of people with low school qualification who are permanently excluded from the labour market is still significant. For them – even ...under current labour market circumstances – the supply of jobs is very limited, hence, their employment rate is decreasing, while their unemployment and inactivity are rising. The study focuses on the issue of secondary school dropout in international and Hungarian, theoretical and empirical contexts. The importance of the subject is due to the fact that early school leaving is a complex phenomenon that affects a range of areas outside the educational and training system, therefore the management of the problem is a priority. Using the methodology of questionnaire surveys and semi-structured conversations, the study aimed at the exploration of the school life of people who dropped out of vocational training, the conditions of dropping out and the applied compensatory measures. The sole solution for the people concerned is public employment and the various types of aid that further increase their marginalization. Results of the study pointed out the impact of family background, the positive experience of school reintegration, and the role of career choice based on misinformation or compulsion. Conclusions of the study provide an adequate framework for the development of an action plan that may serve as a basis for future prevention, intervention and compensation developments. The conclusion of the research is that due to the strong family ties of the dropped out people it would have been rational for the school to focus on preventive measures in the form of closer contact with parents. Increasing the role of homeroom teachers might also be a key factor in preventing early school leaving. The results point to the conclusion that the presence of career guidance sessions is not sufficiently emphasized in educational institutions. As a suggestion, it could be argued that higher level teaching of learning techniques and the elimination of skill deficits could be a key element of education not only in the field of adult education but already in ninth grade, trying to prevent dropping out before it is realized.