Validation of educational games in pharmacology

Detalhes bibliográficos
Autor(a) principal: Zepponi, Karla Meira Castro
Data de Publicação: 2021
Outros Autores: Aparecida Doretto Braccialli, Luzmarina, Pinheiro, Osni Lazaro
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Pesquisa Qualitativa (Online)
Texto Completo: https://editora.sepq.org.br/rpq/article/view/455
Resumo: Introduction The use of educational technology, through a playful strategy, can facilitate student learning. Objective To build two games to be applied to students of the Pharmacy Technical Course of a Public Education Institution and to validate them by judges in the area of Pharmacology and Education. Method This is a descriptive, observational and qualitative study, with data collection subtracted from the evaluation of four judges from the Pharmacology area and four from the Education area. The games were validated and enriched by filling in observations placed by the judges.  These instruments were reorganized, forming nuclei of meaning, fostering a content analysis by thematic modality. Results Two thematic categories were evidenced: Benefits of games in learning and Care with contents and rules in the search for learning through games. Conclusions The notes made by the judges brought a more dynamic and purposeful proposal for learning through games.  Keywords: Learning; Teachin; Game; Teaching Material.
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spelling Validation of educational games in pharmacologyValidação de jogos educativos em farmacologiaIntroduction The use of educational technology, through a playful strategy, can facilitate student learning. Objective To build two games to be applied to students of the Pharmacy Technical Course of a Public Education Institution and to validate them by judges in the area of Pharmacology and Education. Method This is a descriptive, observational and qualitative study, with data collection subtracted from the evaluation of four judges from the Pharmacology area and four from the Education area. The games were validated and enriched by filling in observations placed by the judges.  These instruments were reorganized, forming nuclei of meaning, fostering a content analysis by thematic modality. Results Two thematic categories were evidenced: Benefits of games in learning and Care with contents and rules in the search for learning through games. Conclusions The notes made by the judges brought a more dynamic and purposeful proposal for learning through games.  Keywords: Learning; Teachin; Game; Teaching Material.Introdução A utilização de tecnologia educacional, por meio de estratégia lúdica, pode facilitar a aprendizagem dos estudantes. Objetivo: Construir dois jogos  para ser aplicado aos estudantes do Curso Técnico de Farmácia de uma Instituição  de Ensino Pública e validá-los por juizes da área de Farmacologia e Educação. Método É um estudo descritivo, observacional e  qualitativo, com coleta de dados subtraída da avaliação de  quatro juízes da área de Farmacologia e quatro da área da Educação. Os jogos foram validados e enriquecidos com o preenchimento de observações colocadas pelos juízes.  Estes instrumentos foram reorganizados, formando núcleos de sentido fomentando uma análise de conteúdo por modalidade temática. Resultados Evidenciou-se duas categorias temáticas: Benefícios dos jogos na aprendizagem e Os cuidados com conteúdos e regras na busca pela aprendizagem por meio de jogos. Conclusões Os apontamentos feito pelo juízes  trouxeram uma proposta mais dinâmica e propositiva para o aprendizado por meio dos jogos. Palavras-chave: Aprendizagem; Ensino; Jogo; Material Didático.Sociedade de Estudos e Pesquisas Qualitativos - SE&PQ2021-08-31info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://editora.sepq.org.br/rpq/article/view/45510.33361/RPQ.2021.v.9.n.21.455Qualitative Research Journal ; Vol. 9 No. 21 (2021); 410-423Revista Pesquisa Qualitativa; v. 9 n. 21 (2021); 410-4232525-82221809-025710.33361/RPQ.v.9.n.21reponame:Revista Pesquisa Qualitativa (Online)instname:Sociedade Brasileira de Estudos e Pesquisa Qualitativos (SE&PQ)instacron:SE&PQporhttps://editora.sepq.org.br/rpq/article/view/455/280Copyright (c) 2021 Revista Pesquisa Qualitativahttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessZepponi, Karla Meira Castro Aparecida Doretto Braccialli, LuzmarinaPinheiro, Osni Lazaro 2021-08-31T17:24:29Zoai:editora.sepq.org.br:article/455Revistahttps://editora.sepq.org.br/index.php/rpq/indexONGhttps://editora.sepq.org.br/index.php/rpq/oai||revista.rpq@gmail.com2525-82221809-0257opendoar:2021-08-31T17:24:29Revista Pesquisa Qualitativa (Online) - Sociedade Brasileira de Estudos e Pesquisa Qualitativos (SE&PQ)false
dc.title.none.fl_str_mv Validation of educational games in pharmacology
Validação de jogos educativos em farmacologia
title Validation of educational games in pharmacology
spellingShingle Validation of educational games in pharmacology
Zepponi, Karla Meira Castro
title_short Validation of educational games in pharmacology
title_full Validation of educational games in pharmacology
title_fullStr Validation of educational games in pharmacology
title_full_unstemmed Validation of educational games in pharmacology
title_sort Validation of educational games in pharmacology
author Zepponi, Karla Meira Castro
author_facet Zepponi, Karla Meira Castro
Aparecida Doretto Braccialli, Luzmarina
Pinheiro, Osni Lazaro
author_role author
author2 Aparecida Doretto Braccialli, Luzmarina
Pinheiro, Osni Lazaro
author2_role author
author
dc.contributor.author.fl_str_mv Zepponi, Karla Meira Castro
Aparecida Doretto Braccialli, Luzmarina
Pinheiro, Osni Lazaro
description Introduction The use of educational technology, through a playful strategy, can facilitate student learning. Objective To build two games to be applied to students of the Pharmacy Technical Course of a Public Education Institution and to validate them by judges in the area of Pharmacology and Education. Method This is a descriptive, observational and qualitative study, with data collection subtracted from the evaluation of four judges from the Pharmacology area and four from the Education area. The games were validated and enriched by filling in observations placed by the judges.  These instruments were reorganized, forming nuclei of meaning, fostering a content analysis by thematic modality. Results Two thematic categories were evidenced: Benefits of games in learning and Care with contents and rules in the search for learning through games. Conclusions The notes made by the judges brought a more dynamic and purposeful proposal for learning through games.  Keywords: Learning; Teachin; Game; Teaching Material.
publishDate 2021
dc.date.none.fl_str_mv 2021-08-31
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://editora.sepq.org.br/rpq/article/view/455
10.33361/RPQ.2021.v.9.n.21.455
url https://editora.sepq.org.br/rpq/article/view/455
identifier_str_mv 10.33361/RPQ.2021.v.9.n.21.455
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://editora.sepq.org.br/rpq/article/view/455/280
dc.rights.driver.fl_str_mv Copyright (c) 2021 Revista Pesquisa Qualitativa
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Revista Pesquisa Qualitativa
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Sociedade de Estudos e Pesquisas Qualitativos - SE&PQ
publisher.none.fl_str_mv Sociedade de Estudos e Pesquisas Qualitativos - SE&PQ
dc.source.none.fl_str_mv Qualitative Research Journal ; Vol. 9 No. 21 (2021); 410-423
Revista Pesquisa Qualitativa; v. 9 n. 21 (2021); 410-423
2525-8222
1809-0257
10.33361/RPQ.v.9.n.21
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repository.name.fl_str_mv Revista Pesquisa Qualitativa (Online) - Sociedade Brasileira de Estudos e Pesquisa Qualitativos (SE&PQ)
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