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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oai:periodicos.ufrn.br:article-283212022-08-19T12:16:49Z USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT USO DE LA GAMIFICACIÓN EN EL PROCESSO DE ENSEÑANZA Y EL APRENDIZAJE DE PROBLEMAS DE SALUD PÚBLICA CON ADOLESCENTES: UN RELATO DE EXPERIENCIA USO DA GAMIFICAÇÃO NO PROCESSO ENSINO-APRENDIZAGEM DE AGRAVOS EM SAÚDE PÚBLICA COM ADOLESCENTES: UM RELATO DE EXPERIÊNCIA Alves da Silva, Sabrina Macson da Silva, Natanias Danilo Rego de Queiroz, Tassio Gurgel Cosme do Nascimento, Ellany Maria Lima Rodrigues Maia, Allyssandra 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. Estudios recientes muestran la importancia de las metodologías activas para fortalecer la educación básica, especialmente al analizar la inseparabilidad entre educación y salud en el desarrollo de los adolescentes. Este estudio buscó reportar el uso de la gamificación como recurso innovador en el proceso de enseñanza-aprendizaje de los principales problemas de salud. Se trata de un informe experiencial desde la perspectiva de extensionistas, basado en el uso de la gamificación en una acción del proyecto FAASPE en el municipio de Areia Branca / RN, con el objetivo de identificar beneficios en la adquisición de conocimientos sobre problemas de salud en salud pública. La gamificación resultó positiva en la construcción del conocimiento anatómico, fisiopatológico y de los factores de riesgo de las patologías abordadas, solidificando la Educación Continuada en Salud con los jóvenes y aumentando la autonomía para el autocuidado en la adolescencia a través de la participación activa de los estudiantes. Estudos recentes evidenciam a importância das metodologias ativas para fortalecer a educação básica, principalmente ao analisar a indissociabilidade entre educação e saúde no desenvolvimento do adolescente. Este estudo buscou relatar a utilização da gamificação como recurso inovador no processo ensino-aprendizagem de principais agravos em saúde. Trata-se de um relato vivencial na ótica dos extensionistas, baseado no uso da gamificação em uma ação do projeto FAASPE no município de Areia Branca/RN, objetivando identificar benefícios na aquisição de saberes sobre agravos em saúde pública. A gamificação mostrou-se positiva na construção de saberes anatômicos, fisiopatológicos e dos fatores de riscos das patologias abordadas, solidificando a Educação Permanente em Saúde com jovens e adensando a autonomia para o autocuidado na adolescência pela participação ativa estudantil. Portal de Periódicos Eletrônicos da UFRN 2022-07-05 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf https://periodicos.ufrn.br/extensaoesociedade/article/view/28321 Revista Extensão & Sociedade; v. 13 n. 1 (2022): Revista Extensão & Sociedade 2022.1; 178 - 192 2178-6054 2595-0150 10.21680/2178-6054.2022v13n1 por https://periodicos.ufrn.br/extensaoesociedade/article/view/28321/16044 Copyright (c) 2022 Revista Extensão & Sociedade http://creativecommons.org/licenses/by-nc-sa/4.0 |
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Portal de Pediódicos Eletrônicos da UFRN |
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author |
Alves da Silva, Sabrina Macson da Silva, Natanias Danilo Rego de Queiroz, Tassio Gurgel Cosme do Nascimento, Ellany Maria Lima Rodrigues Maia, Allyssandra |
spellingShingle |
Alves da Silva, Sabrina Macson da Silva, Natanias Danilo Rego de Queiroz, Tassio Gurgel Cosme do Nascimento, Ellany Maria Lima Rodrigues Maia, Allyssandra USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT |
author_facet |
Alves da Silva, Sabrina Macson da Silva, Natanias Danilo Rego de Queiroz, Tassio Gurgel Cosme do Nascimento, Ellany Maria Lima Rodrigues Maia, Allyssandra |
author_sort |
Alves da Silva, Sabrina |
title |
USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT |
title_short |
USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT |
title_full |
USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT |
title_fullStr |
USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT |
title_full_unstemmed |
USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS: AN EXPERIENCE REPORT |
title_sort |
use of gamification in teaching-learning process about public health problems with adolescents: an experience report |
description |
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. |
publisher |
Portal de Periódicos Eletrônicos da UFRN |
publishDate |
2022 |
url |
https://periodicos.ufrn.br/extensaoesociedade/article/view/28321 |
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