Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da UERJ |
Texto Completo: | http://www.bdtd.uerj.br/handle/1/19543 |
Resumo: | Introduction: The usage of digital resources as an educational tool for people is a reality in Brazil and around the world. The cardiopulmonary arrest is the most important clinical emergency. A person's chance of survival drops by 10% every minute CPR is not performed. The use of the application as an educational tool in the format of Serious Games about CPR for training of lower school students, points to the evidence-based practice and its importance in the dissemination of updates and agility in action in front of a CPR event. The analysis of this market demand in which parents are working most of the time and children being cared for by the elderly, in direct contact with them, points to the possibility of training in CPR for this child audience. Given that cases of cardiopulmonary arrest, associated with sudden death, possibly linked to lifestyles and dysfunctional habits of today, occur mainly in the home environment. The absence of assertive technological methods that address the issue to the lay public at school, arises the need to create more attractive methods such as games with purposes. It emphasizes recognition and rapid action that are essential for survival given the many challenges in early CPR care. Objective: to develop a digital product in Serious Games format. The emphasis is on the lower school students group for CPR health education. Method: methodological research applied to the technological production of a serious game prototype. A free application for smartphones was developed, through the Evolutionary Prototyping process, to contribute as a learning strategy for lay people of lower school, for the emergency care of a CPR in an extra-hospital environment. Results and discussion: bibliometric analysis of the literature resulted in 36 articles, which pointed out the studies with the most usual active methodologies in Brazil and in the world, bringing realistic simulation and the use of ICTs in parallel, to solidify teaching-learning, however, with low adhesion. Afterwards, a prototype of a mobile application was developed, called “Hands Save Lives”, format in story mode and in third person. In a playful and interactive way, it provides students with an approach to the BLS maneuvers, in addition to favoring reflection and quick decision-making. The content was validated from interviews with 19 experts about the applicability of the game, following the ethical precepts and inclusion criteria. In short, the game presented the averages of the experts' answers in the structures of usability, functionality, reliability and efficiency with the overall average at 4.33 out of a total of 5 points and the general CVI at 0.89, consolidating the agreement between the evaluators. Conclusion: supported by the prerogatives of the AHA and Jean Piaget's pedagogical theory, it translates the applicability of experience, through the game, training, expanding actions to improve the quality of care and early interventions, prioritizing the resource of time. |
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Behring, Lilian Prates Belemhttp://lattes.cnpq.br/0551879726138798Marta, Cristiano Bertolossihttp://lattes.cnpq.br/0832187936569731Grisolia, Alexandra Maria Monteirohttp://lattes.cnpq.br/4182784247902426Batista, Deyse Conceição Santorohttp://lattes.cnpq.br/7439772564887751Silva , Roberto Carlos Lyra dahttp://lattes.cnpq.br/3110045515852703http://lattes.cnpq.br/6031716192452436Vila, Karolyne Marottokaru.lynemarotto@gmail.com2023-05-10T13:19:43Z2021-06-30VILA, Karolyne Marotto. Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar. 2021. 157 f. Dissertação (Mestrado Profissional em Telemedicina e Telessaúde) – Faculdade de Ciências Médicas, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2021.http://www.bdtd.uerj.br/handle/1/19543Introduction: The usage of digital resources as an educational tool for people is a reality in Brazil and around the world. The cardiopulmonary arrest is the most important clinical emergency. A person's chance of survival drops by 10% every minute CPR is not performed. The use of the application as an educational tool in the format of Serious Games about CPR for training of lower school students, points to the evidence-based practice and its importance in the dissemination of updates and agility in action in front of a CPR event. The analysis of this market demand in which parents are working most of the time and children being cared for by the elderly, in direct contact with them, points to the possibility of training in CPR for this child audience. Given that cases of cardiopulmonary arrest, associated with sudden death, possibly linked to lifestyles and dysfunctional habits of today, occur mainly in the home environment. The absence of assertive technological methods that address the issue to the lay public at school, arises the need to create more attractive methods such as games with purposes. It emphasizes recognition and rapid action that are essential for survival given the many challenges in early CPR care. Objective: to develop a digital product in Serious Games format. The emphasis is on the lower school students group for CPR health education. Method: methodological research applied to the technological production of a serious game prototype. A free application for smartphones was developed, through the Evolutionary Prototyping process, to contribute as a learning strategy for lay people of lower school, for the emergency care of a CPR in an extra-hospital environment. Results and discussion: bibliometric analysis of the literature resulted in 36 articles, which pointed out the studies with the most usual active methodologies in Brazil and in the world, bringing realistic simulation and the use of ICTs in parallel, to solidify teaching-learning, however, with low adhesion. Afterwards, a prototype of a mobile application was developed, called “Hands Save Lives”, format in story mode and in third person. In a playful and interactive way, it provides students with an approach to the BLS maneuvers, in addition to favoring reflection and quick decision-making. The content was validated from interviews with 19 experts about the applicability of the game, following the ethical precepts and inclusion criteria. In short, the game presented the averages of the experts' answers in the structures of usability, functionality, reliability and efficiency with the overall average at 4.33 out of a total of 5 points and the general CVI at 0.89, consolidating the agreement between the evaluators. Conclusion: supported by the prerogatives of the AHA and Jean Piaget's pedagogical theory, it translates the applicability of experience, through the game, training, expanding actions to improve the quality of care and early interventions, prioritizing the resource of time.Introdução: A utilização de recursos digitais como ferramenta educativa às pessoas é uma realidade no Brasil e no Mundo. A PCR é a emergência clínica mais importante. A chance de sobrevivência de uma pessoa cai em 10% a cada minuto em que a RCP não é realizada. O uso de aplicativo como ferramenta educacional em formato de Jogos Sérios sobre PCR para capacitação de crianças em idade escolar, aponta para a prática baseada em evidências e sua importância na disseminação das atualizações e ação rápida frente a um evento de RCP. Analisar esta demanda de mercado onde os pais estão exercendo suas atividades laborais na maior parte do tempo e as crianças sendo cuidadas pelos idosos, num convívio direto com eles, apontam à possibilidade de treinamento em PCR para este público infantil. Haja vista, que os casos de PCR, associados à morte súbita, possivelmente ligados aos estilos e hábitos de vida disfuncionais dos dias atuais, ocorrem, em sua maioria nos ambientes domiciliares. A ausência de métodos tecnológicos assertivos que contemplam a temática para o público leigo escolar, surge a necessidade da criação de métodos mais atrativos como os jogos com propósitos. Enfatiza o reconhecimento e a ação rápida que é essencial à sobrevida, devido aos diversos desafios no atendimento precoce em PCR. Objetivo: desenvolver um produto digital em formato de Serious Games. A ênfase consiste no grupo de escolares para educação em saúde em RCP. Método: pesquisa metodológica aplicada a produção tecnológica de um protótipo de serious game. Foi desenvolvido um aplicativo livre para smartphones, através do processo de Prototipação Evolucionária, para contribuir como estratégia de aprendizagem de leigos em idade escolar, para o atendimento emergencial de uma PCR em ambiente extra hospitalar. Resultados e discussão: análise bibliométrica da literatura resultou em 36 artigos, que apontou os estudos com as metodologias ativas mais usuais no Brasil e no Mundo, trazendo a simulação realística e o uso das TICs, paralelamente, para solidificar o ensino-aprendizado, porém, com baixa adesão. Na sequência foi desenvolvido um protótipo de aplicativo móvel, chamado “Hands Save Lives”, formato em modo estória e em terceira pessoa. De forma lúdica e interativa, proporciona uma aproximação dos escolares as manobras do BLS, além de favorecer a reflexão e a tomada de decisão rápida. O conteúdo foi validado a partir das entrevistas feitas com os 19 especialistas sobre a aplicabilidade do jogo, seguindo os preceitos éticos e os critérios de inclusão. Em suma, o jogo apresentou as médias das respostas dos especialistas nas estruturas de usabilidade, funcionalidade, confiabilidade e eficiência com a média de geral em 4,33 de um total de 5 pontos e o IVC geral em 0,89, consolidando a concordância entre os avaliadores. Conclusão: apoiado pelas prerrogativas da AHA e pela teoria pedagógica de Jean Piaget, traduz a aplicabilidade da vivência, a partir do jogo, a capacitação ampliando ações para melhorar a qualidade dos atendimentos e das intervenções precoce, priorizando o recurso do tempo.Submitted by Heloísa CB/A (helobdtd@gmail.com) on 2023-05-10T13:19:43Z No. of bitstreams: 1 Dissertação - Karolyne Marotto Vila - Completa - 2021.pdf: 2715630 bytes, checksum: fe87002630b260dda2577eeda8b7fcf1 (MD5)Made available in DSpace on 2023-05-10T13:19:43Z (GMT). No. of bitstreams: 1 Dissertação - Karolyne Marotto Vila - Completa - 2021.pdf: 2715630 bytes, checksum: fe87002630b260dda2577eeda8b7fcf1 (MD5) Previous issue date: 2021-06-30application/pdfporUniversidade do Estado do Rio de JaneiroPrograma de Pós-Graduação em Telessaúde e Saúde DigitalUERJBrasilCentro Biomédico::Faculdade de Ciências MédicasMobile DeviceMultimedia toolGamesCardiorespiratory arrestTrainingSchool age childrenMortalityDispositivo MóvelFerramenta MultimídiaJogosParada cardiorrespiratóriaCapacitaçãoCrianças em idade escolarMortalidadeCIENCIAS DA SAUDE::MEDICINAHealth game: solução para o treinamento de escolares em ressuscitação cardiopulmonarHealth Game: solution for lower school students training in cardiopulmonary resuscitationinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UERJinstname:Universidade do Estado do Rio de Janeiro (UERJ)instacron:UERJORIGINALDissertação - Karolyne Marotto Vila - Completa - 2021.pdfDissertação - Karolyne Marotto Vila - Completa - 2021.pdfapplication/pdf2715630http://www.bdtd.uerj.br/bitstream/1/19543/2/Disserta%C3%A7%C3%A3o+-+Karolyne+Marotto+Vila+-+Completa+-+2021.pdffe87002630b260dda2577eeda8b7fcf1MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82123http://www.bdtd.uerj.br/bitstream/1/19543/1/license.txte5502652da718045d7fcd832b79fca29MD511/195432024-02-26 20:42:38.216oai:www.bdtd.uerj.br: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Biblioteca Digital de Teses e Dissertaçõeshttp://www.bdtd.uerj.br/PUBhttps://www.bdtd.uerj.br:8443/oai/requestbdtd.suporte@uerj.bropendoar:29032024-02-26T23:42:38Biblioteca Digital de Teses e Dissertações da UERJ - Universidade do Estado do Rio de Janeiro (UERJ)false |
dc.title.por.fl_str_mv |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar |
dc.title.alternative.eng.fl_str_mv |
Health Game: solution for lower school students training in cardiopulmonary resuscitation |
title |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar |
spellingShingle |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar Vila, Karolyne Marotto Mobile Device Multimedia tool Games Cardiorespiratory arrest Training School age children Mortality Dispositivo Móvel Ferramenta Multimídia Jogos Parada cardiorrespiratória Capacitação Crianças em idade escolar Mortalidade CIENCIAS DA SAUDE::MEDICINA |
title_short |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar |
title_full |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar |
title_fullStr |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar |
title_full_unstemmed |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar |
title_sort |
Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar |
author |
Vila, Karolyne Marotto |
author_facet |
Vila, Karolyne Marotto karu.lynemarotto@gmail.com |
author_role |
author |
author2 |
karu.lynemarotto@gmail.com |
author2_role |
author |
dc.contributor.advisor1.fl_str_mv |
Behring, Lilian Prates Belem |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/0551879726138798 |
dc.contributor.advisor2.fl_str_mv |
Marta, Cristiano Bertolossi |
dc.contributor.advisor2Lattes.fl_str_mv |
http://lattes.cnpq.br/0832187936569731 |
dc.contributor.referee1.fl_str_mv |
Grisolia, Alexandra Maria Monteiro |
dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/4182784247902426 |
dc.contributor.referee2.fl_str_mv |
Batista, Deyse Conceição Santoro |
dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/7439772564887751 |
dc.contributor.referee3.fl_str_mv |
Silva , Roberto Carlos Lyra da |
dc.contributor.referee3Lattes.fl_str_mv |
http://lattes.cnpq.br/3110045515852703 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/6031716192452436 |
dc.contributor.author.fl_str_mv |
Vila, Karolyne Marotto karu.lynemarotto@gmail.com |
contributor_str_mv |
Behring, Lilian Prates Belem Marta, Cristiano Bertolossi Grisolia, Alexandra Maria Monteiro Batista, Deyse Conceição Santoro Silva , Roberto Carlos Lyra da |
dc.subject.eng.fl_str_mv |
Mobile Device Multimedia tool Games Cardiorespiratory arrest Training School age children Mortality |
topic |
Mobile Device Multimedia tool Games Cardiorespiratory arrest Training School age children Mortality Dispositivo Móvel Ferramenta Multimídia Jogos Parada cardiorrespiratória Capacitação Crianças em idade escolar Mortalidade CIENCIAS DA SAUDE::MEDICINA |
dc.subject.por.fl_str_mv |
Dispositivo Móvel Ferramenta Multimídia Jogos Parada cardiorrespiratória Capacitação Crianças em idade escolar Mortalidade |
dc.subject.cnpq.fl_str_mv |
CIENCIAS DA SAUDE::MEDICINA |
description |
Introduction: The usage of digital resources as an educational tool for people is a reality in Brazil and around the world. The cardiopulmonary arrest is the most important clinical emergency. A person's chance of survival drops by 10% every minute CPR is not performed. The use of the application as an educational tool in the format of Serious Games about CPR for training of lower school students, points to the evidence-based practice and its importance in the dissemination of updates and agility in action in front of a CPR event. The analysis of this market demand in which parents are working most of the time and children being cared for by the elderly, in direct contact with them, points to the possibility of training in CPR for this child audience. Given that cases of cardiopulmonary arrest, associated with sudden death, possibly linked to lifestyles and dysfunctional habits of today, occur mainly in the home environment. The absence of assertive technological methods that address the issue to the lay public at school, arises the need to create more attractive methods such as games with purposes. It emphasizes recognition and rapid action that are essential for survival given the many challenges in early CPR care. Objective: to develop a digital product in Serious Games format. The emphasis is on the lower school students group for CPR health education. Method: methodological research applied to the technological production of a serious game prototype. A free application for smartphones was developed, through the Evolutionary Prototyping process, to contribute as a learning strategy for lay people of lower school, for the emergency care of a CPR in an extra-hospital environment. Results and discussion: bibliometric analysis of the literature resulted in 36 articles, which pointed out the studies with the most usual active methodologies in Brazil and in the world, bringing realistic simulation and the use of ICTs in parallel, to solidify teaching-learning, however, with low adhesion. Afterwards, a prototype of a mobile application was developed, called “Hands Save Lives”, format in story mode and in third person. In a playful and interactive way, it provides students with an approach to the BLS maneuvers, in addition to favoring reflection and quick decision-making. The content was validated from interviews with 19 experts about the applicability of the game, following the ethical precepts and inclusion criteria. In short, the game presented the averages of the experts' answers in the structures of usability, functionality, reliability and efficiency with the overall average at 4.33 out of a total of 5 points and the general CVI at 0.89, consolidating the agreement between the evaluators. Conclusion: supported by the prerogatives of the AHA and Jean Piaget's pedagogical theory, it translates the applicability of experience, through the game, training, expanding actions to improve the quality of care and early interventions, prioritizing the resource of time. |
publishDate |
2021 |
dc.date.issued.fl_str_mv |
2021-06-30 |
dc.date.accessioned.fl_str_mv |
2023-05-10T13:19:43Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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dc.identifier.citation.fl_str_mv |
VILA, Karolyne Marotto. Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar. 2021. 157 f. Dissertação (Mestrado Profissional em Telemedicina e Telessaúde) – Faculdade de Ciências Médicas, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2021. |
dc.identifier.uri.fl_str_mv |
http://www.bdtd.uerj.br/handle/1/19543 |
identifier_str_mv |
VILA, Karolyne Marotto. Health game: solução para o treinamento de escolares em ressuscitação cardiopulmonar. 2021. 157 f. Dissertação (Mestrado Profissional em Telemedicina e Telessaúde) – Faculdade de Ciências Médicas, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2021. |
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http://www.bdtd.uerj.br/handle/1/19543 |
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UERJ |
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Brasil |
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Centro Biomédico::Faculdade de Ciências Médicas |
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Universidade do Estado do Rio de Janeiro |
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MD5 MD5 |
repository.name.fl_str_mv |
Biblioteca Digital de Teses e Dissertações da UERJ - Universidade do Estado do Rio de Janeiro (UERJ) |
repository.mail.fl_str_mv |
bdtd.suporte@uerj.br |
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1792352378405519360 |