Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil

Detalhes bibliográficos
Autor(a) principal: Santana, Cristina Célia de Almeida Pereira
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFG
dARK ID: ark:/38995/00130000021tm
Texto Completo: http://repositorio.bc.ufg.br/tede/handle/tede/9790
Resumo: This work describes the development and use of a serious game aimed at children and adolescents with Chronic Kidney Disease (CKD). It aimed to contribute to the promotion of self-care in this population. This is a descriptive and exploratory field research, with a qualitative approach, associated with a mode of technological production of an experimental nature. It comprised two phases: the development of the app and its use. The using process was performed in two units, for child and youth dialysis, located in Goiânia-Goiás. The sample had eight patients, their relatives and a care team. The collection of data was in three steps and were used as instruments: document analysis, interview and observation. In the intervention stage, the game was made available to patients for sixty days, forty minutes a day, during their hemodialysis sessions. For analysis of the data, it was opted for the method of Content Analysis through the modality thematic analysis with the aid the software ATLAS. 7.5.1. The data allowed defining the following categories: Motivation, Perception of the clinical condition of the character, Perception of care, Potentiality for the learning and Impact of the game on self-care. The analysis indicated that the game generated motivation due to its simple interface and easy operation. The self-identification with the clinical condition of the character allowed children to exercise care and reflect about inherent conditioning of the CKD, but has no proof on the impact of the game in the promotion of self-care. Factors such as age and family habits were considered difficulties. Although the study has demonstrated that the app is a feasible tool for the teaching process, it is believed that it is necessary to develop new resources in the game and to carry out new interventions, with the participation of the family and the assistance team, to strengthen self-care actions in this population.
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spelling Naghettini, Alessandra Vitorinohttp://lattes.cnpq.br/2496399309339551Costa, Renata Mazaro ehttp://lattes.cnpq.br/5625298314637434Naghettini, Alessandra VitorinoMartins, Cleusa AlvesBarreto, Gilson OliveiraCosta , Renata Mazaro eCosta, Nilce Maria da Silva Camposhttp://lattes.cnpq.br/4041709990945432Santana, Cristina Célia de Almeida Pereira2019-07-04T13:58:03Z2017-12-11SANTANA, Cristina Célia de Almeida Pereira. Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil. 2017. 136 f. Dissertação (Mestrado em Ensino na Saúde) - Universidade Federal de Goiás, Goiânia, 2017.http://repositorio.bc.ufg.br/tede/handle/tede/9790ark:/38995/00130000021tmThis work describes the development and use of a serious game aimed at children and adolescents with Chronic Kidney Disease (CKD). It aimed to contribute to the promotion of self-care in this population. This is a descriptive and exploratory field research, with a qualitative approach, associated with a mode of technological production of an experimental nature. It comprised two phases: the development of the app and its use. The using process was performed in two units, for child and youth dialysis, located in Goiânia-Goiás. The sample had eight patients, their relatives and a care team. The collection of data was in three steps and were used as instruments: document analysis, interview and observation. In the intervention stage, the game was made available to patients for sixty days, forty minutes a day, during their hemodialysis sessions. For analysis of the data, it was opted for the method of Content Analysis through the modality thematic analysis with the aid the software ATLAS. 7.5.1. The data allowed defining the following categories: Motivation, Perception of the clinical condition of the character, Perception of care, Potentiality for the learning and Impact of the game on self-care. The analysis indicated that the game generated motivation due to its simple interface and easy operation. The self-identification with the clinical condition of the character allowed children to exercise care and reflect about inherent conditioning of the CKD, but has no proof on the impact of the game in the promotion of self-care. Factors such as age and family habits were considered difficulties. Although the study has demonstrated that the app is a feasible tool for the teaching process, it is believed that it is necessary to develop new resources in the game and to carry out new interventions, with the participation of the family and the assistance team, to strengthen self-care actions in this population.O trabalho descreve o desenvolvimento e a utilização de um serious game voltado ao paciente infantojuvenil com Doença Renal Crônica (DRC). Objetivou contribuir na promoção do autocuidado nessa população. Trata-se de uma pesquisa de campo descritiva e exploratória, com abordagem qualitativa, associada a uma modalidade de produção tecnológica de natureza experimental. Compreendeu duas fases: o desenvolvimento do aplicativo e sua utilização. O processo de utilização foi realizado em duas unidades referência no tratamento dialítico infantojuvenil, localizadas em Goiânia-Goiás. A amostra contou com oito pacientes, seus familiares e equipe assistencial. A coleta de dados ocorreu em três etapas e utilizou-se como instrumentos a análise de documentos, entrevista e a observação. Na etapa de intervenção, o jogo foi disponibilizado aos pacientes por sessenta dias, quarenta minutos durante suas sessões de hemodiálise. Para a análise dos dados optou-se pelo método Análise do Conteúdo, na modalidade análise temática com o auxílio do software ATLAS. ti 7.5.1. Os dados permitiram definir as seguintes categorias: Motivação com o aplicativo, Percepção da condição clínica do personagem, Percepção do cuidado, Potencialidade para o aprendizado e Impacto do jogo no autocuidado. A análise indicou que o jogo gerou motivação devido sua interface simples e fácil operacionalidade. A identificação com a condição clínica do personagem permitiu às crianças e adolescentes o exercício do cuidado e a reflexão de condicionantes inerentes a DRC, porém não houve comprovação do impacto do jogo na promoção do autocuidado. Fatores como a idade e os hábitos familiares foram considerados dificultadores. 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dc.title.eng.fl_str_mv Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
dc.title.alternative.eng.fl_str_mv BIM APP: promotion of self-care in chronic kidney disease
title Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
spellingShingle Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
Santana, Cristina Célia de Almeida Pereira
Educação em saúde
Aplicativos móveis
Serious games
Doença renal crônica
Autocuidado
Health education
Mobile apllications
Renal Insufficiency chronic
Self Care
CIENCIAS DA SAUDE
title_short Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
title_full Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
title_fullStr Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
title_full_unstemmed Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
title_sort Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil
author Santana, Cristina Célia de Almeida Pereira
author_facet Santana, Cristina Célia de Almeida Pereira
author_role author
dc.contributor.advisor1.fl_str_mv Naghettini, Alessandra Vitorino
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/2496399309339551
dc.contributor.advisor-co1.fl_str_mv Costa, Renata Mazaro e
dc.contributor.advisor-co1Lattes.fl_str_mv http://lattes.cnpq.br/5625298314637434
dc.contributor.referee1.fl_str_mv Naghettini, Alessandra Vitorino
dc.contributor.referee2.fl_str_mv Martins, Cleusa Alves
dc.contributor.referee3.fl_str_mv Barreto, Gilson Oliveira
dc.contributor.referee4.fl_str_mv Costa , Renata Mazaro e
dc.contributor.referee5.fl_str_mv Costa, Nilce Maria da Silva Campos
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/4041709990945432
dc.contributor.author.fl_str_mv Santana, Cristina Célia de Almeida Pereira
contributor_str_mv Naghettini, Alessandra Vitorino
Costa, Renata Mazaro e
Naghettini, Alessandra Vitorino
Martins, Cleusa Alves
Barreto, Gilson Oliveira
Costa , Renata Mazaro e
Costa, Nilce Maria da Silva Campos
dc.subject.por.fl_str_mv Educação em saúde
Aplicativos móveis
Serious games
Doença renal crônica
Autocuidado
topic Educação em saúde
Aplicativos móveis
Serious games
Doença renal crônica
Autocuidado
Health education
Mobile apllications
Renal Insufficiency chronic
Self Care
CIENCIAS DA SAUDE
dc.subject.eng.fl_str_mv Health education
Mobile apllications
Renal Insufficiency chronic
Self Care
dc.subject.cnpq.fl_str_mv CIENCIAS DA SAUDE
description This work describes the development and use of a serious game aimed at children and adolescents with Chronic Kidney Disease (CKD). It aimed to contribute to the promotion of self-care in this population. This is a descriptive and exploratory field research, with a qualitative approach, associated with a mode of technological production of an experimental nature. It comprised two phases: the development of the app and its use. The using process was performed in two units, for child and youth dialysis, located in Goiânia-Goiás. The sample had eight patients, their relatives and a care team. The collection of data was in three steps and were used as instruments: document analysis, interview and observation. In the intervention stage, the game was made available to patients for sixty days, forty minutes a day, during their hemodialysis sessions. For analysis of the data, it was opted for the method of Content Analysis through the modality thematic analysis with the aid the software ATLAS. 7.5.1. The data allowed defining the following categories: Motivation, Perception of the clinical condition of the character, Perception of care, Potentiality for the learning and Impact of the game on self-care. The analysis indicated that the game generated motivation due to its simple interface and easy operation. The self-identification with the clinical condition of the character allowed children to exercise care and reflect about inherent conditioning of the CKD, but has no proof on the impact of the game in the promotion of self-care. Factors such as age and family habits were considered difficulties. Although the study has demonstrated that the app is a feasible tool for the teaching process, it is believed that it is necessary to develop new resources in the game and to carry out new interventions, with the participation of the family and the assistance team, to strengthen self-care actions in this population.
publishDate 2017
dc.date.issued.fl_str_mv 2017-12-11
dc.date.accessioned.fl_str_mv 2019-07-04T13:58:03Z
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dc.identifier.citation.fl_str_mv SANTANA, Cristina Célia de Almeida Pereira. Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil. 2017. 136 f. Dissertação (Mestrado em Ensino na Saúde) - Universidade Federal de Goiás, Goiânia, 2017.
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identifier_str_mv SANTANA, Cristina Célia de Almeida Pereira. Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil. 2017. 136 f. Dissertação (Mestrado em Ensino na Saúde) - Universidade Federal de Goiás, Goiânia, 2017.
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