Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Fonseca, Rebeca Galvão
Orientador(a): Serafini, Mairim Russo
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Pós-Graduação em Ciências da Saúde
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://ri.ufs.br/jspui/handle/riufs/13081
Resumo: Advances in technology have influenced new parameters for contemporary society and it’s not different in the educational area especially regarding the methodological strategies used in higher education. In the Nursing field, the need to prepare properly trained and qualified nurses has been collaborating with the creation and use of educational games as a learning teaching tool. Serious games enable the construction of knowledge and also the training of activities by simulating various practices in a safe environment for the learner and patient; offering learning opportunities and behavioral changes. Ove to this, this study has as an objective to identify in the literature, evidence on the impact of the use of serious game as a teaching-learning tool for nursing academics and to present a tool for the teaching-learning process about the Nursing Process. This is a methodological and descriptive research, involving technological production, conducted from March 2017 to July 2019. A systematic review was conducted according to the recommendations of the PRISMA initiative and had the following guiding question: “What are the impacts on the use of serious games as an educational strategy tool in a higher education teaching in the Nursing course?”. The search was performed in eight databases (CINAHL, COCHRANE, ERIC, Embase, LILACS, Pubmed, Scopus and Web of Science) using terms defined from MeSH queries. After the manual selection, screening and evaluation steps for the selection of articles, sixteen composed the sample of this research. Among the main results stand out the positive aspects regarding the player's assessment of their learning, satisfaction with the tool used and contributions of the game in relation to the acceptance of the worked content, however, the need for further studies in this area was highlighted. The literature review was essential for a collaborative multidisciplinary team to develop a serious game based on the following steps: scope definition (pedagogical content), definition of game format and functionalities, script description and communication with the team development, prototyping with evaluation and production. As a result, the prototype serious game, type-RPG, single player mode, was titled “ProNurse Care”; whose purpose is based on the application of the Nursing Process focused on the individuality and needs of a fictitious patient. In the game, the user collects the medical history, anamnesis and physical examination, formulates nursing diagnoses and plans the results / goals and interventions. The feedback of the actions was inserted immediately and with each step successfully completed the player becomes able to proceed to the next step. After completion, the software was registered with the National Institute of Industrial Property (INPI), obtaining a favorable report under No. 512019000576-7. It is concluded that “ProNurse Care” is a promising tool to be used as a teaching tool of the Nursing Process; By being innovative and up-to-date it tends to become a motivating, effective and valid strategy that values patient safety and enhances student skills. However, before its implementation, it is intended to subject the tool to validation by experts, in order to subsidize the changes and enhancements to the final version of the game.
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spelling Fonseca, Rebeca GalvãoSerafini, Mairim Russo2020-03-19T20:23:32Z2020-03-19T20:23:32Z2019-08-27FONSECA, Rebeca Galvão. Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo. 2019. 158 f. Dissertação (Mestrado em Ciências da Saúde) – Universidade Federal de Sergipe, Aracaju, 2019.http://ri.ufs.br/jspui/handle/riufs/13081Advances in technology have influenced new parameters for contemporary society and it’s not different in the educational area especially regarding the methodological strategies used in higher education. In the Nursing field, the need to prepare properly trained and qualified nurses has been collaborating with the creation and use of educational games as a learning teaching tool. Serious games enable the construction of knowledge and also the training of activities by simulating various practices in a safe environment for the learner and patient; offering learning opportunities and behavioral changes. Ove to this, this study has as an objective to identify in the literature, evidence on the impact of the use of serious game as a teaching-learning tool for nursing academics and to present a tool for the teaching-learning process about the Nursing Process. This is a methodological and descriptive research, involving technological production, conducted from March 2017 to July 2019. A systematic review was conducted according to the recommendations of the PRISMA initiative and had the following guiding question: “What are the impacts on the use of serious games as an educational strategy tool in a higher education teaching in the Nursing course?”. The search was performed in eight databases (CINAHL, COCHRANE, ERIC, Embase, LILACS, Pubmed, Scopus and Web of Science) using terms defined from MeSH queries. After the manual selection, screening and evaluation steps for the selection of articles, sixteen composed the sample of this research. Among the main results stand out the positive aspects regarding the player's assessment of their learning, satisfaction with the tool used and contributions of the game in relation to the acceptance of the worked content, however, the need for further studies in this area was highlighted. The literature review was essential for a collaborative multidisciplinary team to develop a serious game based on the following steps: scope definition (pedagogical content), definition of game format and functionalities, script description and communication with the team development, prototyping with evaluation and production. As a result, the prototype serious game, type-RPG, single player mode, was titled “ProNurse Care”; whose purpose is based on the application of the Nursing Process focused on the individuality and needs of a fictitious patient. In the game, the user collects the medical history, anamnesis and physical examination, formulates nursing diagnoses and plans the results / goals and interventions. The feedback of the actions was inserted immediately and with each step successfully completed the player becomes able to proceed to the next step. After completion, the software was registered with the National Institute of Industrial Property (INPI), obtaining a favorable report under No. 512019000576-7. It is concluded that “ProNurse Care” is a promising tool to be used as a teaching tool of the Nursing Process; By being innovative and up-to-date it tends to become a motivating, effective and valid strategy that values patient safety and enhances student skills. However, before its implementation, it is intended to subject the tool to validation by experts, in order to subsidize the changes and enhancements to the final version of the game.Os avanços da tecnologia têm influenciado em novos parâmetros para a sociedade contemporânea, não podendo ser diferente na área educacional, especialmente no que se refere às estratégias metodológicas utilizadas no ensino superior. No âmbito da Enfermagem, a necessidade de preparar profissionais enfermeiros devidamente capacitados e habilitados vem colaborando com a criação e utilização de jogos educativos como ferramenta de ensino aprendizagem. Os “serious game” possibilitam a construção de conhecimento e também o treinamento de atividades por meio da simulação de diversas práticas em ambiente seguro para o aprendiz e paciente; oferecendo oportunidades de aprendizagem e mudanças de comportamento. Diante do exposto, este estudo tem como principais objetivos identificar na literatura evidências sobre o impacto da utilização do serious game como ferramenta de ensino aprendizagem para acadêmicos de Enfermagem e apresentar uma ferramenta para ensino aprendizagem sobre o Processo de Enfermagem. Trata-se de uma pesquisa metodológica e descritiva, envolvendo produção tecnológica, realizada de março de 2017 a julho de 2019. Uma revisão sistemática foi conduzida segundo as recomendações da iniciativa PRISMA e teve a seguinte questão norteadora: “Quais os impactos na utilização de serious game como ferramenta de estratégia educacional no ensino de educação superior no curso de Enfermagem?”. A busca foi realizada em oito bases de dados (CINAHL, COCHRANE, ERIC, Embase, LILACS, Pubmed, Scopus e Web of Science) utilizando termos definidos a partir de consultas no MeSH. Após as etapas de seleção manual, triagem e avaliação para seleção dos artigos, dezesseis compuseram a amostra desta pesquisa. Entre os principais resultados destacam- se os aspectos positivos quanto à avaliação do jogador sobre sua aprendizagem, satisfação com a ferramenta utilizada e contribuições do jogo em relação à aceitação do conteúdo trabalhado, contudo evidenciou-se a necessidade de mais estudos nessa área. A revisão da literatura foi primordial para que uma equipe multidisciplinar, de forma colaborativa, desenvolvesse um serious game fundamentado nas seguintes etapas: definição de escopo (conteúdo pedagógico), definição do formato do jogo e funcionalidades, descrição do roteiro e comunicação com a equipe de desenvolvimento, prototipagem com avaliação e produção. Como resultado, o protótipo do serious game tipo RPG, modo single player foi intitulado como “ProNurse Care”; cuja finalidade está fundamentada na aplicação do Processo de Enfermagem focado na individualidade e necessidades de um paciente fictício. No jogo, o usuário realiza a coleta do histórico, anamnese e exame físico, formula os diagnósticos de Enfermagem e planeja os resultados/metas e intervenções. O feedback das ações foi inserido de forma imediata e a cada passo concluído com sucesso o jogador se torna apto a seguir para a próxima etapa. Após finalizado, o software foi registrado no Instituto Nacional da Propriedade Industrial (INPI), obtendo parecer favorável sob nº 512019000576-7. Conclui-se que o “ProNurse Care” é uma ferramenta promissora a ser utilizada como instrumento de ensino do Processo de Enfermagem; por ser inovadora e atual tende a tornar-se uma estratégia motivadora, eficaz e válida, que preza pela segurança do paciente e melhoria das habilidades do discente. No entanto, antes de sua implementação, pretende-se submeter a ferramenta à validação por especialistas, a fim subsidiar as mudanças e aprimoramento para versão final do jogo.AracajuporEnfermagemEducação em enfermagemEnsino superiorTecnologia educacionalJogos eletrônicosUniversity educationNursingNursing educationEducational technologyVideo gamesCIENCIAS DA SAUDESerious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipoSerious game as a teaching-learning tool in higher education in Nursing: systematic review and prototype developmentinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisPós-Graduação em Ciências da SaúdeUniversidade Federal de Sergipereponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSinfo:eu-repo/semantics/openAccessORIGINALREBECA_GALVAO_FONSECA.pdfREBECA_GALVAO_FONSECA.pdfapplication/pdf8506094https://ri.ufs.br/jspui/bitstream/riufs/13081/2/REBECA_GALVAO_FONSECA.pdf7962a1dac72249303214f2d884f6fb74MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-81475https://ri.ufs.br/jspui/bitstream/riufs/13081/1/license.txt098cbbf65c2c15e1fb2e49c5d306a44cMD51TEXTREBECA_GALVAO_FONSECA.pdf.txtREBECA_GALVAO_FONSECA.pdf.txtExtracted texttext/plain260840https://ri.ufs.br/jspui/bitstream/riufs/13081/3/REBECA_GALVAO_FONSECA.pdf.txt0c2138fff4442fd9772bae6dae390d23MD53THUMBNAILREBECA_GALVAO_FONSECA.pdf.jpgREBECA_GALVAO_FONSECA.pdf.jpgGenerated Thumbnailimage/jpeg1230https://ri.ufs.br/jspui/bitstream/riufs/13081/4/REBECA_GALVAO_FONSECA.pdf.jpgb1c5ea1de601808a4b8f21ab69f9caa6MD54riufs/130812025-02-21 15:40:06.972oai:oai:ri.ufs.br:repo_01:riufs/13081TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvcihlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIG8gZGlyZWl0byBuw6NvLWV4Y2x1c2l2byBkZSByZXByb2R1emlyIHNldSB0cmFiYWxobyBubyBmb3JtYXRvIGVsZXRyw7RuaWNvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRlIFNlcmdpcGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIHNldSB0cmFiYWxobyBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBwb2RlIG1hbnRlciBtYWlzIGRlIHVtYSBjw7NwaWEgZGUgc2V1IHRyYWJhbGhvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIHNldSB0cmFiYWxobyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyBuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0bywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgbsOjbyBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gbyB0cmFiYWxobyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvLgoKQSBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRvIHRyYWJhbGhvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuIAo=Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2025-02-21T18:40:06Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.pt_BR.fl_str_mv Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
dc.title.alternative.eng.fl_str_mv Serious game as a teaching-learning tool in higher education in Nursing: systematic review and prototype development
title Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
spellingShingle Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
Fonseca, Rebeca Galvão
Enfermagem
Educação em enfermagem
Ensino superior
Tecnologia educacional
Jogos eletrônicos
University education
Nursing
Nursing education
Educational technology
Video games
CIENCIAS DA SAUDE
title_short Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
title_full Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
title_fullStr Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
title_full_unstemmed Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
title_sort Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo
author Fonseca, Rebeca Galvão
author_facet Fonseca, Rebeca Galvão
author_role author
dc.contributor.author.fl_str_mv Fonseca, Rebeca Galvão
dc.contributor.advisor1.fl_str_mv Serafini, Mairim Russo
contributor_str_mv Serafini, Mairim Russo
dc.subject.por.fl_str_mv Enfermagem
Educação em enfermagem
Ensino superior
Tecnologia educacional
Jogos eletrônicos
topic Enfermagem
Educação em enfermagem
Ensino superior
Tecnologia educacional
Jogos eletrônicos
University education
Nursing
Nursing education
Educational technology
Video games
CIENCIAS DA SAUDE
dc.subject.eng.fl_str_mv University education
Nursing
Nursing education
Educational technology
Video games
dc.subject.cnpq.fl_str_mv CIENCIAS DA SAUDE
description Advances in technology have influenced new parameters for contemporary society and it’s not different in the educational area especially regarding the methodological strategies used in higher education. In the Nursing field, the need to prepare properly trained and qualified nurses has been collaborating with the creation and use of educational games as a learning teaching tool. Serious games enable the construction of knowledge and also the training of activities by simulating various practices in a safe environment for the learner and patient; offering learning opportunities and behavioral changes. Ove to this, this study has as an objective to identify in the literature, evidence on the impact of the use of serious game as a teaching-learning tool for nursing academics and to present a tool for the teaching-learning process about the Nursing Process. This is a methodological and descriptive research, involving technological production, conducted from March 2017 to July 2019. A systematic review was conducted according to the recommendations of the PRISMA initiative and had the following guiding question: “What are the impacts on the use of serious games as an educational strategy tool in a higher education teaching in the Nursing course?”. The search was performed in eight databases (CINAHL, COCHRANE, ERIC, Embase, LILACS, Pubmed, Scopus and Web of Science) using terms defined from MeSH queries. After the manual selection, screening and evaluation steps for the selection of articles, sixteen composed the sample of this research. Among the main results stand out the positive aspects regarding the player's assessment of their learning, satisfaction with the tool used and contributions of the game in relation to the acceptance of the worked content, however, the need for further studies in this area was highlighted. The literature review was essential for a collaborative multidisciplinary team to develop a serious game based on the following steps: scope definition (pedagogical content), definition of game format and functionalities, script description and communication with the team development, prototyping with evaluation and production. As a result, the prototype serious game, type-RPG, single player mode, was titled “ProNurse Care”; whose purpose is based on the application of the Nursing Process focused on the individuality and needs of a fictitious patient. In the game, the user collects the medical history, anamnesis and physical examination, formulates nursing diagnoses and plans the results / goals and interventions. The feedback of the actions was inserted immediately and with each step successfully completed the player becomes able to proceed to the next step. After completion, the software was registered with the National Institute of Industrial Property (INPI), obtaining a favorable report under No. 512019000576-7. It is concluded that “ProNurse Care” is a promising tool to be used as a teaching tool of the Nursing Process; By being innovative and up-to-date it tends to become a motivating, effective and valid strategy that values patient safety and enhances student skills. However, before its implementation, it is intended to subject the tool to validation by experts, in order to subsidize the changes and enhancements to the final version of the game.
publishDate 2019
dc.date.issued.fl_str_mv 2019-08-27
dc.date.accessioned.fl_str_mv 2020-03-19T20:23:32Z
dc.date.available.fl_str_mv 2020-03-19T20:23:32Z
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dc.identifier.citation.fl_str_mv FONSECA, Rebeca Galvão. Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo. 2019. 158 f. Dissertação (Mestrado em Ciências da Saúde) – Universidade Federal de Sergipe, Aracaju, 2019.
dc.identifier.uri.fl_str_mv http://ri.ufs.br/jspui/handle/riufs/13081
identifier_str_mv FONSECA, Rebeca Galvão. Serious game como ferramenta de ensino-aprendizagem na educação superior de enfermagem: revisão sistemática e desenvolvimento de protótipo. 2019. 158 f. Dissertação (Mestrado em Ciências da Saúde) – Universidade Federal de Sergipe, Aracaju, 2019.
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