Trabajo Social

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    Uso de videojuegos y comunicación familiar
    (Universidad Tècnica de Ambato, Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Trabajo Social, 2023-09) Barragán Salazar, Melany Daniela; Campoverde Quijano, Egda Maribel
    The use of video games is an activity that has been used since the 1940s, and is currently one of the activities that generates the most economic income and is the one most frequently performed by adolescents, due to the easy access to them. As far as family communication is concerned, according to the adolescents' perspective, it is avoidant due to the limitations of dialogue with their parents. The objective of the research was to analyze the influence of the use of video games and family communication. The approach was quantitative, correlational and explanatory, with a deductive, analytical-synthetic and hypothetical-deductive method. We worked with a population of 62 adolescents from the "Ricardo Descalzi" Educational Unit of the first, second and third years of high school between 15 and 19 years of age. The instrument used to collect information on the video game variable was the Spanish version of the Gambling Addiction Scale for Adolescents (GASA) questionnaire, which contains 7 questions; on the other hand, for the family communication variable, the Family Communication questionnaire (C.A.-M/C.A.-P), which consists of 20 questions, was used. The results indicated that 25.8% of the adolescents have a problem gambling and 4.8% have a possible addiction, and the type of communication that stands out in the homes of the adolescents of the "Ricardo Descalzi" Educational Unit is avoidance. The statistical test used was Spearman's Rho, obtaining a p-value of 0.720. Finally, it was concluded that the use of video games does not influence family communication, since the latter is affected by other factors
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    El trabajo social y la inteligencia emocional; caso de estudio, el uso de los videojuegos en los estudiantes
    (Universidad Técnica de Ambato,Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Trabajo Social, 2022-09) Catota Catota, Mónica Belén; Pino Loza, Eulalia Dolores
    Nowadays, the use of video games in the population has been increasing in a direct, strong and overwhelming way, changing the social and emotional reality at the moment of the interaction of the individual in their social networks, presenting doubts, attention deficit, concentration and lack of control of their impulses regarding to how the video game is involved in the behavior and identity of the individual. From Social Work it is important to address these changes that allow us to describe how the video game goes from being a means of entertainment to a process of adaptability, necessity and immediacy to opt for its use and increase the consumption of addiction that is immersed in the development of the individual and changing daily habits, always evolving and generating both opportunities and problems related to the use of the video game
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    Uso de videojuegos y redes sociales de los estudiantes universitarios
    (Universidad Técnica de Ambato,Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Trabajo Social, 2022-03) Acosta Cordova, David Marcelo; Pino Loza, Eulalia Dolores
    Currently, the use of video games in the population has been increasing, changing the ways of interaction of the individual in their social networks from a technological and social point of view, presenting doubts and lack of attention regarding how the video game is involved in the routines and identity of the individual, so from Social Work it is important to address these changes from a holistic view that allows describing how the video game goes from being a means of entertainment to a process of cultural change that is immersed in the means of action and development of the individual, always evolving and generating both opportunities and problems related to the use of the video game