RESUMO
Os procedimentos invasivos que envolvem agulha são capazes de provocar dor e ansiedade nas crianças, em função de implicarem uma expectativa de sofrimento físico e perda de controle da situação. A utilização de atividades lúdicas visa minimizar os efeitos dos processos dolorosos, se constituindo como estratégias de humanização para o contexto hospitalar. Este trabalho investigou os efeitos do serious game "Hospital Mirim" como estratégia de enfrentamento ao procedimento invasivo de coleta de sangue. Participaram 40 crianças com idade entre seis e 10 anos, sendo 20 do grupo controle e 20 do grupo experimental (intervenção), sorteadas aleatoriamente. Os instrumentos incluíram: (a) Entrevista semiestruturada; (b) Jogo digital Hospital Mirim; (c) Escala de dor; (d) Escala de observação de procedimento invasivo. Os resultados permitiram verificar que: (a) o grupo controle na etapa de pós-procedimento invasivo apresentou maior percepção de nível de dor comparado ao grupo experimental; (b) houve diferença significativa nos grupos entre a percepção da dor e os comportamentos apresentados durante o procedimento; (c) não houve diferença entre os grupos em relação aos comportamentos durante o procedimento invasivo. De modo geral, o jogo foi um instrumento facilitador ao enfrentamento da coleta de sangue pelas crianças, diminuindo a percepção da dor. (AU)
Invasive procedures involving a needle are capable of causing pain and anxiety in children, as they imply an expectation of physical suffering and loss of control of the situation. The use of playful activities aims to minimize the effects of painful processes, constituting humanization strategies for the hospital context. This paper investigated the effects of the serious game "Hospital Mirim" as a strategy for coping with the invasive blood collection procedure. Forty children aged between six and 10 years participated, being 20 from the control group and 20 from the experimental group (intervention), randomly drawn. The instruments included: (a) Semi-structured interview, (b) "Hospital Mirim" digital game, (c) Pain scale and (d) Invasive procedure observation scale. The results showed that: (a) the control group in the post-invasive procedure stage presented a higher perception of pain level compared to the experimental group; (b) there was a significant difference in the groups between pain perception and behaviors presented during the procedure; (c) there was no difference between groups regarding behaviors during the invasive procedure. In general, the game was a facilitating instrument to cope with the blood collection in children, reducing the perception of pain. (AU)
Los procedimientos invasivos que implican una aguja son capaces de causar dolor y ansiedad en los niños, ya que conllevan una expectativa de sufrimiento físico y pérdida de control de la situación. El uso de actividades lúdicas tiene como objetivo minimizar los efectos de los procesos dolorosos, constituyendo estrategias de humanización para el contexto hospitalario. Este artículo investigó los efectos del juego serio "Hospital Mirim" como una estrategia para hacer frente al procedimiento invasivo de extracción de sangre. Participaron cuarenta niños de entre 6 y 10 años, 20 del grupo control y 20 del grupo experimental (intervención), seleccionados al azar. Los instrumentos incluyeron: (a) Entrevista semiestructurada, (b) Juego digital del Hospital Mirim, (c) Escala de dolor y (d) Escala de observación de procedimientos invasivos. Los resultados mostraron que: (a) el grupo de control en la etapa de procedimiento posinvasivo presentó una mayor percepción del nivel de dolor en comparación con el grupo experimental; (b) hubo una diferencia significativa en los grupos entre la percepción del dolor y los comportamientos presentados durante el procedimiento; (c) no hubo diferencia entre los grupos con respecto a los comportamientos durante el procedimiento invasivo. En general, el juego fue un instrumento facilitador para hacer frente a la extracción de sangre por parte de los niños, reduciendo la percepción del dolor. (AU)
Assuntos
Humanos , Masculino , Feminino , Criança , Transtornos de Ansiedade , Jogos e Brinquedos/psicologia , Humanização da AssistênciaRESUMO
BACKGROUND INFORMATION: Digital game or video game disorders have been recently (June 2018) included in ICD-11 (International Classification of Diseases) by the World Health Organization (WHO). The disorder can occur with or without an internet connection. OBJECTIVE: Validation of a scale to evaluate the dependence of pathological digital game (PDGD). METHOD: Validation of the PDGD was performed in 5 phases: (1) initial scale construction with 20 questions, (2) expert assessment, (3) application to 200 volunteers, (4) statistical analysis and production of results using statistical programs, (5) elaboration of the final validated scale. RESULTS: We used the R statistical program Version 3.4.2 and the "dplyr" package to present the descriptive statistics, the hypotheses tests of differences of means and the factorial analysis. The last step was to calculate Cronbach's alpha, in order to measure the internal consistency of the questionnaire. The value found was 0.955, which is very good. CONCLUSIONS: This research allowed us to construct a final version of the PDGD suitable for the clinical contexts and usable in research on the dependence of digital games. This scale may contribute to future studies, conscious use of technologies, reduction of physical and emotional damage and improvement of the quality of life.
Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto , Pessoa de Meia-Idade , Idoso , Voluntários/psicologia , Transtorno de Adição à Internet/psicologia , Voluntários/estatística & dados numéricos , Inquéritos e Questionários , Interpretação Estatística de Dados , Escolaridade , Distribuição por Idade e SexoRESUMO
BACKGROUND: Several food and nutrition education actions have been described in the literature, with emphasis on the recommended use of innovative methods when addressing a young audience. Digital games are an attractive, dynamic, and motivating resource for teaching and learning practices, and adolescents form the group that readily accepts and adopts new technologies. Adapting dietary and nutritional guidelines to change dietary behavior is a challenge, and game-based learning has several benefits that can be used in this sense. Thus, this study aims to outline a nutritional intervention for school-aged adolescents from the Federal District, Brazil, whose object is a digital card game aimed at promoting healthy dietary practices. METHODS: In this randomized study with intervention and control groups, we propose a nutritional intervention for adolescents studying in Federal District private schools. The intervention group will be introduced to Rango Cards, a digital game specifically developed for this study. The purpose of the game is to present the concept of an adequate and healthy diet using simple information in a playful context. This game features cards for foods/meals, characters, and healthy habits. The players' choices may lead them to winning or losing. Theme selection and phase order were designed to provide a learning experience. The control group will not receive any material during the study. Both groups will complete questionnaires before and after the intervention. The game is expected to improve food knowledge and self-efficacy in the adoption of healthy practices, thus contributing to appropriate dietary consumption. DISCUSSION: The game was designed as a food and nutrition education tool based on Brazilian dietary guidelines. We believe that Rango Cards will provide a comprehensive experience on the topic, improving the students' autonomy, motivation, and pleasure of learning. TRIAL REGISTRATION: RBR-72zvxv June 29, 2018; Retrospectively registered.
Assuntos
Dieta Saudável , Dieta , Comportamento Alimentar , Jogos Recreativos , Educação em Saúde/métodos , Promoção da Saúde/métodos , Estudantes , Adolescente , Brasil , Ingestão de Alimentos , Feminino , Comportamentos Relacionados com a Saúde , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Masculino , Refeições , Política Nutricional , Projetos de Pesquisa , Estudos Retrospectivos , Instituições Acadêmicas , Autoeficácia , Inquéritos e QuestionáriosRESUMO
In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called "The Adventures of Amaru," aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background.
RESUMO
La situación actual de innovación tecnológica en educación introduce una nueva visión del juego digital, resaltando su valor pedagógico. Considerando este panorama proponemos el aprendizaje basado en juegos digitales, más específicamente de tipo multi-jugador masivos en línea, como un escenario propicio para lograr que los niños con TDAH (Trastorno por Déficit de Atención y/o Hiperactividad) mejoren su aprendizaje y fortalezcan significativamente sus habilidades sociales, así como la autorregulación de sus emociones. Para ello llevamos a cabo un estudio de caso en el Colegio Santa Bertilla Boscardin de la ciudad de Medellín, Colombia, con estudiantes del grado cuarto de primaria en la asignatura de estadística, los cuales se dividieron en 17 niños como grupo experimental y 40 como control. Los resultados obtenidos mediante una prueba estandarizada demostraron, con una significancia estadística (valor p< 0.005), no solo los estudiantes con TDAH lograron igualar el rendimiento académico de los estudiantes de control, sino que incluso fueron ligeramente superiores.
The current situation of technological innovation in education introduces a new insight into digital games, highlighting their pedagogical value. Considering this panorama, we propose digital game based learning, more specifically with massive multiplayer online games, as a favorable setting to enhance performance by children with ADHD (Attention-Deficit Hyperactivity Disorder) in order to improve their learning and strengthen their social skills, as well as provide for self-regulation of emotions. To this end, we carried out a case study in the Santa BertillaBoscardín primary school from Medellin city in Colombia, with fourth grade students in the subject of statistics, of whom 17 children were the experimental group and 40 were the control group. The results obtained using a standard test showed there was statistical significance (p-value < 0.005); not only did ADHD students manage to reach the same level of academic performance as control students, but theyalsoachieved slightly higher scores.