Detalhes bibliográficos
Ano de defesa: |
2022 |
Autor(a) principal: |
Dauer, Simone Santiago Franklin |
Orientador(a): |
Não Informado pela instituição |
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: |
Não Informado pela instituição
|
Departamento: |
Não Informado pela instituição
|
País: |
Não Informado pela instituição
|
Palavras-chave em Português: |
|
Link de acesso: |
http://www.repositorio.ufc.br/handle/riufc/69818
|
Resumo: |
The empowerment of individuals and the motivation for self-care in oral health are stimulated in health promotion actions carried out by health professionals or intersectorally. The literature highlights ludic activities in health education for preschoolers, using educational games, which hold the children's attention, promote interaction between them and favor their learning. The objective is to propose a digital educational resource, in the form of an educational game, to be used by teachers from the municipal public school system, in actions to promote self-care in oral health in preschoolers. This is qualitative research with action- research elements and teachers from the municipal education network, who teach in children's classes V (five-year-old), are the target audience of this study. They were interviewed individually to find out their opinions about the use of this resource in oral health education for preschoolers and their suggestions for topics that could be present in these technologies. The analysis of the content obtained through the individual interviews served as a guide for the construction of the educational resource and was carried out using the Collective Subject Discourse method. As a suggestion, we obtained the development of a prototype of a digital memory game, indicated to be used by children in the classroom, with the mediation of the teacher. The game's themes will include guidelines on oral health care and the tools used during this action. It is concluded that the use of a digital educational resource, in the form of an educational game, can contribute positively to oral health education actions, when used in the classroom by teachers who teach in Kindergarten V classes. there are technological resources available for use by children from the Early Childhood Education Centers that participated in this study, making it difficult to access digital educational games in the classroom. |