技术艺术家:疫情期间巴西成年和老年人的经历

Q3 Nursing Gerontechnology Pub Date : 2022-10-23 DOI:10.4017/gt.2022.21.s.560.sp4
J. Doll
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This symposium will present three studies in which older people discover, learn and practice artistic activities using ICT. STRUTURE The first study, realized by Slodkowski, presents a course for 60+ making stop motion films. In a distance learning course, 32 participants learned how to plan a stop motion film, work out the scenery and characters, deal with recording and software and finally add text, music and language to the film. The study shows the relevance of the digital authorship competence for the participants, as well as the challenges, they faced. The second study, realized by Teixeira, presents the creation of the audio drama podcast entitled “Sexagenarte - life does not stop”, a project developed virtually, together with eight older people, including 4 with visual impairments. Using elements of theater exercises, the project consists of seven stages: comprehensive interviews; awareness dynamics; story scripting; essay; recordings; collective edits and listening and lead older people into the artistic-virtual field. The last study, presented by Kohlrausch, discusses the importance of leisure activities based on the theoretical background of Stebbin's theory of serious leisure. The eight participants in this qualitative study are amateur musicians who started to use information and communication technology as a possibility to maintain their leisure. Using ICT changed their way to rehearse, learn, share, disseminate their musical activities. CONCLUSION The three studies conducted during the pandemic show the potential of ICT for artistic activities by older people, who usually have little experience in the digital world. On the one hand, it becomes clear how cultural and artistic activities can contribute to well-being, the preservation of identity and social standing. On the other hand, they show ways of using technology to help older people with reduced mobility practice social participation and cultural activities even if they are physically far away. Purpose This study was conducted as part of an online course for older adults in which participants created a stop motion film, from conception through production to the finished film. Stop motion film is understood as a language that allows the student to express their thoughts, feelings, vision of the world, and materialize them through concrete materials in order to tell a story and involve the spectator. Thus, Rodrigues (2018) characterizes the creation of stop motion films as a pedagogical tool capable of evoking creativity, developing students' autonomy and critical thinking capacity. The aim of the course was to develop digital skills and digital authorship through the production of the film. The paper analyzes the participants' perception of this process. Method This research is qualitative and applied, concepted as an exploratory case study. It therefore provides the opportunity to empower the subjects to share their experiences and stories (CRESWELL, 2014). According to Yin (2016), this type of investigation can show the views and perspectives of the participants and the data elucidates evidence, meanings, and/or real facts. Hence, this approach delves deeper into the target audience's technological experiences. Two types of instruments were used for data collection: online questionnaires and participant observation. There were 32 research subjects who were older adults between the ages of 60 and 78 who already had basic computer competencies and participated in the CineSênior course in 2021. The course was intended to provide tools for the group 60+ to build a stop motion film focused on the subject of quality of life during the pandemic. There was a total of 36 classes, comprising 108 hours overall in the distance learning modality due to COVID-19. Results and Discussion The data show that 94% (n=30) liked being a digital author and 6% (n=2) did not like it. Therefore, 85.3% (n=29) of the older person indicated that it was a good experience and Figure 1 illustrates that their greatest motivation for producing the film was to express their personal experiences during the COVID-19 pandemic, 35.3% (n=12). Furthermore, they indicated four main benefits of production for their quality of life: creativity 38.2% (n=13); memory 11.8% (n=4); manual activities 5.9% (n=2); and satisfaction 5.9% (n=2). However, three main challenges were highlighted: mastering the technique 28.57% (n=9), learning something new 17.14% (n=7), and creating a story 14.29% (n=5). Thus, it is possible to see the relevance of the digital authorship competence for the older persons lifelong learning, as it can provide opportunities for them to not only be digitally included, but also for them to become autonomous and accomplished authors through the creative process of audiovisual production. Purpose This research aims to present the process of creating the audiodrama podcast entitled Sexagenarte - A Vida Não Para (Sexagenart - Life Does Not Stop). It is a project developed virtually, together with eight older people, during the most critical period of the pandemic in Brazil. Among so many consequences, the pandemic generated the social isolation of the world population, with greater vehemence for the older population. The loss of conviviality limited interpersonal interactions, transforming virtual platforms into inviting techno-convivial environments to experience artistic-digital inclusion actions with the older adults, as is the case of the presented study. In the last decade, Brazil has become one of the largest podcast producers and consumers in the world (VOXNEST, 2020). Among the most relevant productions, audio dramas stand out, sound objects similar to old radio plays (SPRITZER, 2005). In this art scene, the eight “new old bodies” (WEBER, et al, 2020) that make up the podcast Sexagenart lend their voices to narrate, through eight episodes of original audio drama, some auto fictional memories of their own biographies. Method The qualitative and applied research is an audio drama creation process developed in a remote-virtual way, between 2020-2022. Eight participants, aged between 66-86 years old, all residents of the metropolitan region of Porto Alegre, participate in the project, including four visually impaired people. The project consists of seven stages: comprehensive interviews (LALANDA, 1998); awareness dynamics; story scripting; essay; recordings; collective edits and listening. Result and Discussion The process of creating Sexagenart led to the launch of the eight original episodes on the sound streaming platform Spotify, available to the general public in portuguese. Virtual artistic creations are configured as ways to share knowledge through techno-conviviality. The methods undertaken to adapt the digital environment to the technological knowledge of the participants, make the Sexagenart project a multidisciplinary action that opens paths to expand the digital inclusion of older people to the artistic-virtual field. Old age and intergenerationality are highlighted as protagonists, praising the trajectories of older people through audio dramas based on real stories. Conclusion The new old bodies that lent their voices to the project, promoted and produced sound art in pandemic times. They turned the precariousness of technical resources into a powerful multidisciplinary laboratory that combines dramaturgical writing procedures with techniques of vocal expressiveness and acting in audio drama. In addition, it provides spaces for listening, friendship and solidarity that value the life trajectories of elderly people, potential victims of Covid-19. thus contributing to the well-being and maintenance of identity and social roles that contrast with the negative image of aging widespread during the pandemic.","PeriodicalId":38859,"journal":{"name":"Gerontechnology","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Artist by technology: experiences of mature and older adults in Brazil during the pandemic\",\"authors\":\"J. 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This symposium will present three studies in which older people discover, learn and practice artistic activities using ICT. STRUTURE The first study, realized by Slodkowski, presents a course for 60+ making stop motion films. In a distance learning course, 32 participants learned how to plan a stop motion film, work out the scenery and characters, deal with recording and software and finally add text, music and language to the film. The study shows the relevance of the digital authorship competence for the participants, as well as the challenges, they faced. The second study, realized by Teixeira, presents the creation of the audio drama podcast entitled “Sexagenarte - life does not stop”, a project developed virtually, together with eight older people, including 4 with visual impairments. Using elements of theater exercises, the project consists of seven stages: comprehensive interviews; awareness dynamics; story scripting; essay; recordings; collective edits and listening and lead older people into the artistic-virtual field. The last study, presented by Kohlrausch, discusses the importance of leisure activities based on the theoretical background of Stebbin's theory of serious leisure. The eight participants in this qualitative study are amateur musicians who started to use information and communication technology as a possibility to maintain their leisure. Using ICT changed their way to rehearse, learn, share, disseminate their musical activities. CONCLUSION The three studies conducted during the pandemic show the potential of ICT for artistic activities by older people, who usually have little experience in the digital world. On the one hand, it becomes clear how cultural and artistic activities can contribute to well-being, the preservation of identity and social standing. On the other hand, they show ways of using technology to help older people with reduced mobility practice social participation and cultural activities even if they are physically far away. Purpose This study was conducted as part of an online course for older adults in which participants created a stop motion film, from conception through production to the finished film. Stop motion film is understood as a language that allows the student to express their thoughts, feelings, vision of the world, and materialize them through concrete materials in order to tell a story and involve the spectator. Thus, Rodrigues (2018) characterizes the creation of stop motion films as a pedagogical tool capable of evoking creativity, developing students' autonomy and critical thinking capacity. The aim of the course was to develop digital skills and digital authorship through the production of the film. The paper analyzes the participants' perception of this process. Method This research is qualitative and applied, concepted as an exploratory case study. It therefore provides the opportunity to empower the subjects to share their experiences and stories (CRESWELL, 2014). According to Yin (2016), this type of investigation can show the views and perspectives of the participants and the data elucidates evidence, meanings, and/or real facts. Hence, this approach delves deeper into the target audience's technological experiences. Two types of instruments were used for data collection: online questionnaires and participant observation. There were 32 research subjects who were older adults between the ages of 60 and 78 who already had basic computer competencies and participated in the CineSênior course in 2021. 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Thus, it is possible to see the relevance of the digital authorship competence for the older persons lifelong learning, as it can provide opportunities for them to not only be digitally included, but also for them to become autonomous and accomplished authors through the creative process of audiovisual production. Purpose This research aims to present the process of creating the audiodrama podcast entitled Sexagenarte - A Vida Não Para (Sexagenart - Life Does Not Stop). It is a project developed virtually, together with eight older people, during the most critical period of the pandemic in Brazil. Among so many consequences, the pandemic generated the social isolation of the world population, with greater vehemence for the older population. The loss of conviviality limited interpersonal interactions, transforming virtual platforms into inviting techno-convivial environments to experience artistic-digital inclusion actions with the older adults, as is the case of the presented study. In the last decade, Brazil has become one of the largest podcast producers and consumers in the world (VOXNEST, 2020). Among the most relevant productions, audio dramas stand out, sound objects similar to old radio plays (SPRITZER, 2005). In this art scene, the eight “new old bodies” (WEBER, et al, 2020) that make up the podcast Sexagenart lend their voices to narrate, through eight episodes of original audio drama, some auto fictional memories of their own biographies. Method The qualitative and applied research is an audio drama creation process developed in a remote-virtual way, between 2020-2022. Eight participants, aged between 66-86 years old, all residents of the metropolitan region of Porto Alegre, participate in the project, including four visually impaired people. The project consists of seven stages: comprehensive interviews (LALANDA, 1998); awareness dynamics; story scripting; essay; recordings; collective edits and listening. Result and Discussion The process of creating Sexagenart led to the launch of the eight original episodes on the sound streaming platform Spotify, available to the general public in portuguese. Virtual artistic creations are configured as ways to share knowledge through techno-conviviality. The methods undertaken to adapt the digital environment to the technological knowledge of the participants, make the Sexagenart project a multidisciplinary action that opens paths to expand the digital inclusion of older people to the artistic-virtual field. Old age and intergenerationality are highlighted as protagonists, praising the trajectories of older people through audio dramas based on real stories. Conclusion The new old bodies that lent their voices to the project, promoted and produced sound art in pandemic times. 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引用次数: 0

摘要

E.R.S.讨论者:P.C.Castro问题“我们不仅仅想要食物,我们想要食物、乐趣和艺术”,正在演唱巴西著名摇滚乐队The TitãS。同样,老年人的生活不仅仅是健康和基本服务,生活质量与从事创造性的、开放表达机会的、有趣的活动至关重要。即使在正常情况下,对大多数老年人来说,积极参与文化、艺术或休闲活动也不容易。在新冠疫情条件下,尤其是对老年人实行严格的社会隔离,这似乎几乎是不可能的。内容在这种疫情形势下,信息和通信技术(ICT)和艺术灵感可以为成熟和老年人打开新的视野。本次研讨会将介绍三项研究,老年人在这些研究中发现、学习和实践利用信息通信技术的艺术活动。第一项研究由斯洛德科夫斯基完成,介绍了60多部定格电影的制作过程。在一个远程学习课程中,32名参与者学习了如何计划一部定格电影,制作场景和人物,处理录音和软件,最后为电影添加文本、音乐和语言。该研究显示了参与者的数字作者能力的相关性,以及他们面临的挑战。第二项研究由特谢拉完成,介绍了名为“Sexagenarte-生活不会停止”的有声戏剧播客的创建,这是一个与八名老年人(包括4名视力障碍者)共同开发的虚拟项目。该项目利用剧场练习的元素,分为七个阶段:综合访谈;意识动态;故事脚本;散文录音;集体编辑和聆听,带领老年人进入艺术虚拟领域。最后一项研究由Kohlrausch提出,基于Stebbin的严肃休闲理论的理论背景,讨论了休闲活动的重要性。这项定性研究的八名参与者是业余音乐家,他们开始使用信息和通信技术来维持他们的休闲。使用信息通信技术改变了他们排练、学习、分享和传播音乐活动的方式。结论在疫情期间进行的三项研究显示了信息和通信技术在老年人艺术活动中的潜力,他们通常在数字世界中没有什么经验。一方面,文化和艺术活动如何有助于福祉、维护身份和社会地位,这一点已经很清楚了。另一方面,他们展示了利用技术帮助行动不便的老年人进行社会参与和文化活动的方法,即使他们身体很远。目的这项研究是作为老年人在线课程的一部分进行的,在该课程中,参与者制作了一部定格电影,从构思到制作,再到完成电影。定格电影被理解为一种语言,允许学生表达他们的想法、感受和对世界的看法,并通过具体材料将其具体化,以讲述故事并让观众参与进来。因此,Rodrigues(2018)将定格电影的创作描述为一种能够唤起创造力、培养学生自主性和批判性思维能力的教学工具。该课程的目的是通过电影的制作来培养数字技能和数字作者。本文分析了参与者对这一过程的感知。方法本研究是定性和应用性的,概念上是一个探索性的案例研究。因此,它提供了一个机会,让受试者能够分享他们的经历和故事(CRESWELL,2014)。尹(2016)认为,这种类型的调查可以展示参与者的观点和视角,数据可以阐明证据、含义和/或真实事实。因此,这种方法更深入地研究了目标受众的技术体验。数据收集使用了两种工具:在线问卷和参与者观察。有32名研究对象是年龄在60岁至78岁之间的老年人,他们已经具备了基本的计算机能力,并参加了2021年的CineSênior课程。该课程旨在为60岁以上的小组提供工具,以制作一部聚焦于疫情期间生活质量主题的定格电影。由于新冠肺炎,共有36节课,包括108个小时的远程学习模式。结果和讨论数据显示,94%(n=30)喜欢成为数字作者,6%(n=2)不喜欢。因此,85.3%(n=29)的老年人表示这是一种很好的体验,图1表明,他们制作这部电影的最大动机是表达他们在新冠肺炎大流行期间的个人经历,35.3%(n=12)。
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Artist by technology: experiences of mature and older adults in Brazil during the pandemic
E. R. S. Discussant: P. C. Castro ISSUE “We don't just want food, we want food, fun and art”, are singing The Titãs, a famous rock group in Brazil. In the same way, live of older people is not just about health and basic services, quality of life is crucially related to doing activities that are creative, that open up opportunities for expression and are also be just fun. Active participation in cultural, artistic or leisure activities is not easy for most older people even under normal circumstances. Under pandemic conditions, which imposed strict social isolation especially on older people, it seems almost impossible. CONTENT In this pandemic situation, Information and communication technology (ICT) and artistic inspiration together can open new horizons for mature and older adults. This symposium will present three studies in which older people discover, learn and practice artistic activities using ICT. STRUTURE The first study, realized by Slodkowski, presents a course for 60+ making stop motion films. In a distance learning course, 32 participants learned how to plan a stop motion film, work out the scenery and characters, deal with recording and software and finally add text, music and language to the film. The study shows the relevance of the digital authorship competence for the participants, as well as the challenges, they faced. The second study, realized by Teixeira, presents the creation of the audio drama podcast entitled “Sexagenarte - life does not stop”, a project developed virtually, together with eight older people, including 4 with visual impairments. Using elements of theater exercises, the project consists of seven stages: comprehensive interviews; awareness dynamics; story scripting; essay; recordings; collective edits and listening and lead older people into the artistic-virtual field. The last study, presented by Kohlrausch, discusses the importance of leisure activities based on the theoretical background of Stebbin's theory of serious leisure. The eight participants in this qualitative study are amateur musicians who started to use information and communication technology as a possibility to maintain their leisure. Using ICT changed their way to rehearse, learn, share, disseminate their musical activities. CONCLUSION The three studies conducted during the pandemic show the potential of ICT for artistic activities by older people, who usually have little experience in the digital world. On the one hand, it becomes clear how cultural and artistic activities can contribute to well-being, the preservation of identity and social standing. On the other hand, they show ways of using technology to help older people with reduced mobility practice social participation and cultural activities even if they are physically far away. Purpose This study was conducted as part of an online course for older adults in which participants created a stop motion film, from conception through production to the finished film. Stop motion film is understood as a language that allows the student to express their thoughts, feelings, vision of the world, and materialize them through concrete materials in order to tell a story and involve the spectator. Thus, Rodrigues (2018) characterizes the creation of stop motion films as a pedagogical tool capable of evoking creativity, developing students' autonomy and critical thinking capacity. The aim of the course was to develop digital skills and digital authorship through the production of the film. The paper analyzes the participants' perception of this process. Method This research is qualitative and applied, concepted as an exploratory case study. It therefore provides the opportunity to empower the subjects to share their experiences and stories (CRESWELL, 2014). According to Yin (2016), this type of investigation can show the views and perspectives of the participants and the data elucidates evidence, meanings, and/or real facts. Hence, this approach delves deeper into the target audience's technological experiences. Two types of instruments were used for data collection: online questionnaires and participant observation. There were 32 research subjects who were older adults between the ages of 60 and 78 who already had basic computer competencies and participated in the CineSênior course in 2021. The course was intended to provide tools for the group 60+ to build a stop motion film focused on the subject of quality of life during the pandemic. There was a total of 36 classes, comprising 108 hours overall in the distance learning modality due to COVID-19. Results and Discussion The data show that 94% (n=30) liked being a digital author and 6% (n=2) did not like it. Therefore, 85.3% (n=29) of the older person indicated that it was a good experience and Figure 1 illustrates that their greatest motivation for producing the film was to express their personal experiences during the COVID-19 pandemic, 35.3% (n=12). Furthermore, they indicated four main benefits of production for their quality of life: creativity 38.2% (n=13); memory 11.8% (n=4); manual activities 5.9% (n=2); and satisfaction 5.9% (n=2). However, three main challenges were highlighted: mastering the technique 28.57% (n=9), learning something new 17.14% (n=7), and creating a story 14.29% (n=5). Thus, it is possible to see the relevance of the digital authorship competence for the older persons lifelong learning, as it can provide opportunities for them to not only be digitally included, but also for them to become autonomous and accomplished authors through the creative process of audiovisual production. Purpose This research aims to present the process of creating the audiodrama podcast entitled Sexagenarte - A Vida Não Para (Sexagenart - Life Does Not Stop). It is a project developed virtually, together with eight older people, during the most critical period of the pandemic in Brazil. Among so many consequences, the pandemic generated the social isolation of the world population, with greater vehemence for the older population. The loss of conviviality limited interpersonal interactions, transforming virtual platforms into inviting techno-convivial environments to experience artistic-digital inclusion actions with the older adults, as is the case of the presented study. In the last decade, Brazil has become one of the largest podcast producers and consumers in the world (VOXNEST, 2020). Among the most relevant productions, audio dramas stand out, sound objects similar to old radio plays (SPRITZER, 2005). In this art scene, the eight “new old bodies” (WEBER, et al, 2020) that make up the podcast Sexagenart lend their voices to narrate, through eight episodes of original audio drama, some auto fictional memories of their own biographies. Method The qualitative and applied research is an audio drama creation process developed in a remote-virtual way, between 2020-2022. Eight participants, aged between 66-86 years old, all residents of the metropolitan region of Porto Alegre, participate in the project, including four visually impaired people. The project consists of seven stages: comprehensive interviews (LALANDA, 1998); awareness dynamics; story scripting; essay; recordings; collective edits and listening. Result and Discussion The process of creating Sexagenart led to the launch of the eight original episodes on the sound streaming platform Spotify, available to the general public in portuguese. Virtual artistic creations are configured as ways to share knowledge through techno-conviviality. The methods undertaken to adapt the digital environment to the technological knowledge of the participants, make the Sexagenart project a multidisciplinary action that opens paths to expand the digital inclusion of older people to the artistic-virtual field. Old age and intergenerationality are highlighted as protagonists, praising the trajectories of older people through audio dramas based on real stories. Conclusion The new old bodies that lent their voices to the project, promoted and produced sound art in pandemic times. They turned the precariousness of technical resources into a powerful multidisciplinary laboratory that combines dramaturgical writing procedures with techniques of vocal expressiveness and acting in audio drama. In addition, it provides spaces for listening, friendship and solidarity that value the life trajectories of elderly people, potential victims of Covid-19. thus contributing to the well-being and maintenance of identity and social roles that contrast with the negative image of aging widespread during the pandemic.
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来源期刊
Gerontechnology
Gerontechnology Nursing-Gerontology
CiteScore
1.00
自引率
0.00%
发文量
260
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