USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT

Recent studies highlight the importance of active methodologies to strengthen basic education, especially when analysing the inseparability between education and health in adolescent development. This study sought to report the use of gamification as an innovative resource in the teaching-learning p...

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Principais autores: Alves da Silva, Sabrina, Macson da Silva, Natanias, Danilo Rego de Queiroz, Tassio, Gurgel Cosme do Nascimento, Ellany, Maria Lima Rodrigues Maia, Allyssandra
Formato: Online
Idioma:por
Publicado em: Portal de Periódicos Eletrônicos da UFRN
Endereço do item:https://periodicos.ufrn.br/extensaoesociedade/article/view/28321
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Resumo:Recent studies highlight the importance of active methodologies to strengthen basic education, especially when analysing the inseparability between education and health in adolescent development. This study sought to report the use of gamification as an innovative resource in the teaching-learning process of major health problems. This is an experiential report from the perspective of extensionists, based on the use of gamification in an action of the FAASPE project in the municipality of Areia Branca/RN, aiming to identify benefits in the acquisition of knowledge about diseases in public health. Gamification proved to be positive in building anatomical and pathophysiological knowledge and risk factors of the diseases addressed, solidifying the Permanent Health Education with young people and increasing autonomy for self-care in adolescence through active student participation.