Detalhes bibliográficos
Ano de defesa: |
2022 |
Autor(a) principal: |
Beber, Rejane Bermudes Costa |
Orientador(a): |
Benedetti , Franceliane Jobim |
Banca de defesa: |
Ferreira , Maria Margarida da Silva Reis dos Santos,
Vargas , Camila Lehnhart,
Zamberlan, Claudia |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Franciscana
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Programa de Pós-Graduação: |
Mestrado Profissional em Saúde Materno Infantil
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Departamento: |
Saúde Materno Infantil
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País: |
Brasil
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
http://www.tede.universidadefranciscana.edu.br:8080/handle/UFN-BDTD/1147
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Resumo: |
Iron deficiency anemia significantly affects children under five years of age. To optimize the reach of food and nutrition education for children, digital educational games have been proposed as a good strategy, as they are tools that are based on the premise that playful, fun, and pleasurable favor learning. Objectives: Create and evaluate a digital educational game for preschoolers with an emphasis on preventing iron deficiency and iron deficiency anemia. To compare the knowledge of preschoolers about foods that help prevent iron deficiency and iron deficiency anemia, before and after the digital educational game. Methodology: The digital educational game software was developed by a multidisciplinary team, according to Chandler's methodology, in Engine Unity, the game is a 2D platformer type, for Android, with three different phases. A Quiz was developed for parents or guardians about iron absorption and anemia. The evaluation of the game took place in two moments. First, the Quiz was evaluated by experts. The evaluation of the game was carried out through a questionnaire applied at the school to children from 4 to 6 years old, after having played ‘O Jardim do Ferro’ in their homes, with the supervision of their parents or guardians, for 15 days. At the school, the instrument was applied before and after access to the game, covering five activities to assess knowledge about the foods present in the game. Results: For the construction of the game, programming, team planning, art and soundtrack were necessary. The game was registered at the National Institute of Industrial Property. The Quiz was evaluated by 14 experts and all questions showed more than 80% agreement. 32 (62.7%) children, with a mean age of 5.0±0.7 years, reported having played. The median of days played was 1.5 (1.0-2.8) days and the time taken to answer the questionnaire was 3.17 (1.8-16.3) minutes. It was observed that the average of correct answers before the game was 4.63±0.61 and after the game 4.50±0.80 (p=0.402). There was also no statistically significant difference between the mean number of correct answers according to sex and age before and after the game. Approximately 70% rated the game positively. Conclusion: ‘O Jardim do Ferro’, from its idealization to the evaluation, proved to be a promising tool, in the construction of knowledge and in the teaching and learning process, in the actions of food and nutrition education for the prevention of iron deficiency and of iron deficiency anemia in childhood. The digital educational game ‘O Jardim do Ferro’ was positively evaluated by both experts and children. Despite the acceptability of the game favorably by the vast majority of players, a few sessions of the game were not enough to improve knowledge about foods that help prevent iron deficiency and iron deficiency anemia. Thus, it is recommended that more research be carried out using digital educational games. Product and its applicability: it is a software defined as a digital educational game, called ‘O Jardim do Ferro’. The game was designed to be a food and nutrition education tool to help prevent iron deficiency and iron deficiency anemia in schools or other spaces, for children aged four to six years and their families. |