Desenvolvimento e impacto de um aplicativo móvel como ferramenta educativa de apoio à contracepção

Detalhes bibliográficos
Ano de defesa: 2016
Autor(a) principal: Isaias Jose Ramos de Oliveira
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: Universidade Federal de Minas Gerais
UFMG
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://hdl.handle.net/1843/BUOS-AQ5RM6
Resumo: Mobile technology has a great potential to be explored in adult education, since mobile devices have become present in the daily lives of various social classes. Unintended pregnancy remains a challenge in today's society and information technology can offer new solutions to contribute to public policies for family planning. The aim of this studywas to develop an educational game for mobile devices on contraception and family planning and then derive the learning of the players. Methods: It was implemented with gamification techniques, an application using open-source technology and frameworks for cross-platform development. The content on contraception and family planning was based on the scientific literature on the subject and has been reviewed by health professionals specialists in women's health. It was considered evidence of learning positive change in the number of contraceptive methods known after the game in relation to information earlier. Results: This study provides scientific contribution as the experience of developing a serious game to teach about health adult content, focused onprevention of unwanted or unplanned pregnancy and family planning. The game Saia Justa was downloaded from app stores 3652 times and is estimated to have been used by 3070 players, of which approximately 77% are female and 84% aged between 18 and 33 years. In 117 (18%) players, there was evidence of learning through a positive differencein the number of methods reported in the game before and after departure. Conclusion: The game developed with intuitive and self-explanatory format, was able to expand the access of citizens to information on reproductive health focused on contraceptive methods, structured on the woman's health context and disseminated knowledge about family planning not only for Brazil but for various Portuguese-speaking countries through its success in the media