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Abstract(s)
Tecnologia Digital tem evoluído rapidamente e a adesão à mesma é global: 67% da
população mundial possui um smartphone e 60% acede à internet através deste
equipamento; 55% utiliza redes sociais (DataReportal, 2021). Em Portugal, a cobertura de
3G atinge 100% e cerca de 90% das residências têm acesso à internet. Entre os jovens,
64,5% usam o smartphone no âmbito do lazer, superando outras atividades recreativas
(Gaspar et al., 2022). Perante este cenário, o presente estudo explora os impactos da
utilização de Tecnologia Digital e do consequente Ambiente Digital no desenvolvimento
físico, mental e social em adolescentes com idades compreendidas entre os 11 e os 16
anos em diversos contextos onde ocorra tempo livre, independentemente de ocorrer em
contexto escolar ou fora dele.
Esta investigação recorre a uma metodologia mista que inclui a pesquisa bibliográfica,
a recolha de dados qualitativos através de entrevista semiestruturada a especialistas na
área em estudo e recolha de dados quantitativos através de inquéritos por questionário
aplicados a uma amostra por conveniência para o teste das hipóteses em análise.
Este estudo recorre à estatística descritiva e inferencial. O objetivo é qualificar o lazer
através da utilização de digital e conhecer os seus impactos no desenvolvimento
infantojuvenil, integrando as observações com os conceitos de Joffre Dumazedier,
nomeadamente, as funções sociais do desenvolvimento pelo lazer.
Da análise de conteúdo resultante das entrevistas a especialistas nas áreas em estudo,
concluiu-se que há impactos negativos nas 3 dimensões de desenvolvimento e perdas de
oportunidades para o desenvolvimento relativos à utilização de TD.
Da análise de dados resultante dos inquéritos a profissionais nas áreas em estudo,
concluiu-se que há impactos negativos no desenvolvimento de adolescentes dos 11 aos
16 anos relativos à utilização de TD.
Digital Technology has evolved rapidly and its adherence is global: 67% of the world's population owns a smartphone and 60% accesses the internet through Digital equipments; 55% use social networks (DataReportal, 2021). In Portugal, 3G coverage reaches 100% and about 90% of households have internet access. Among young people, 64.5% use smartphones for leisure, surpassing other recreational activities. Given this scenario, this study explores the Digital Environment, Digital Technology’s impacts, uses and it’s consequences on the physical, mental and social development concerning adolescents aged between 11 and 16 years. This mixed-method study combines both kinds of research methods to gather both qualitative and quantitative data. The main research instruments are bibliographic research, expert interviews and questionnaire surveys applied to a convenience sample in order to test hypotheses. This study relies on statistical descriptive data and statistical inference. The aim is to qualify leisure through digital use and to aknowledge its impacts on child and adolescent development, and to frame Digital Technology within Joffre Dumazedier´s leisure concepts, more specifically: physical, mental and social development. Content analysis of the interviews conducted with experts in the field, resulted in the conclusion that there are negative impacts across the three dimensions of adolescent development and lost opportunities for development through DT use. Data analysis resulting from surveys conducted with professionals related to the study themes, resulted in the conclusion that there are negative impacts across the three dimensions of adolescent development.
Digital Technology has evolved rapidly and its adherence is global: 67% of the world's population owns a smartphone and 60% accesses the internet through Digital equipments; 55% use social networks (DataReportal, 2021). In Portugal, 3G coverage reaches 100% and about 90% of households have internet access. Among young people, 64.5% use smartphones for leisure, surpassing other recreational activities. Given this scenario, this study explores the Digital Environment, Digital Technology’s impacts, uses and it’s consequences on the physical, mental and social development concerning adolescents aged between 11 and 16 years. This mixed-method study combines both kinds of research methods to gather both qualitative and quantitative data. The main research instruments are bibliographic research, expert interviews and questionnaire surveys applied to a convenience sample in order to test hypotheses. This study relies on statistical descriptive data and statistical inference. The aim is to qualify leisure through digital use and to aknowledge its impacts on child and adolescent development, and to frame Digital Technology within Joffre Dumazedier´s leisure concepts, more specifically: physical, mental and social development. Content analysis of the interviews conducted with experts in the field, resulted in the conclusion that there are negative impacts across the three dimensions of adolescent development and lost opportunities for development through DT use. Data analysis resulting from surveys conducted with professionals related to the study themes, resulted in the conclusion that there are negative impacts across the three dimensions of adolescent development.
Description
Keywords
Lazer educação uso de telemóvel e tecnologia digital tempo de ecrã desenvolvimento físico mental e social na infância e adolescência Leisure education use of mobile phone and digital technology screen time physical mental and social development in childhood and adolescence