A.C.Camargo Next Frontiers

Dados do Resumo


Título

HEALTH EDUCATION: SERIOUS ONCOLOGY GAME FOR HEALTHCARE PROFESSIONALS

Introdução

The use of virtual games has been considered an important and innovative tool for training health professionals. The World Health Organization (WHO) defends health promotion strategy, with the objective of improving the quality of life and health of the population. Games are a strategy used to meet the needs of health education activities. This same organization stipulated that by the year 2050, the number of cancer cases will be 77% higher than in 2022.

Objetivo

Develop a virtual game (Serious Game) with a focus on training health professionals in oncology, helping to build knowledge and skills in prevention, promotion and treatments for individuals with cancer, thus improving interaction with them and their support network.

Métodos

The construction of the game's content was structured based on the theory of meaningful learning proposed by David Ausubel, in which the author seeks to elucidate how learning occurs in the individual's mind, pointing out that meaningful learning occurs when there is effective interaction of new content with pre-existing ones in the cognitive. An integrative review of the literature was carried out where the guiding question is: how can we develop a Serious Game (SG) in a virtual environment, aiming at promotion, prevention and treatment in teaching and learning in health education in oncology? 17 articles, 03 books and 02 manuals dating between 2010 and 2024 were used. After summarizing, the creation of the so-called Serious Game of oncology began, aimed at health professionals.

Resultados

The game was developed, consisting of a digital board on which the track has 20 spaces and the capacity for up to 4 players to participate, in addition to 18 cards that discuss prevention, promotion and treatments for cancer. The game starts with the first player clicking twice on the digital dice and then clicking on the pin they chose as many times as necessary until they reach the space corresponding to the number of spaces indicated by the dice. Arriving at the destination, the participant clicks on the cards option and chooses a card from among 18 available, which discuss cancer prevention, promotion and treatment. Having chosen the card, he will have to answer the question asked on it. If the gets the answer right, he will be able to participate in the next round, if he gets it wrong, he will lose his turn in the next round, having to wait for everyone to play a complete round until their turn comes again to play. The game ends when the last participant reaches the word End.

Conclusões

The COVID-19 pandemic has made clear the impact that not using technology in education is something that is no longer in keeping with current times. In the education scenario, the use of innovative concepts and techniques is essential to reconcile and harmonize the pace of the teaching-learning process. The oncology Serious Game is a playful way of promoting health, due to awareness of the need for basic knowledge about the disease.

Financiador do resumo

NÃO HÁ

Palavras Chave

Serious game; health education; Oncology

Área

2.Educação

Autores

FABIANA VIEIRA SANTIAGO DA SILVA