“COMIDA DE VERDADE”: JOGO DIGITAL COMO FERRAMENTA ÀS AÇÕES DE EDUCAÇÃO ALIMENTAR E NUTRICIONAL PARA A EDUCAÇÃO BÁSICA

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Maia, Marcia Montagner
Orientador(a): Benedetti, Franceliane Jobim
Banca de defesa: Nobre, Luciana Neri, Costenaro, Regina Gema Santini, Zamberlan, Alexandre de Oliveira
Tipo de documento: Dissertação
Tipo de acesso: Acesso embargado
Idioma: por
Instituição de defesa: Universidade Franciscana
Programa de Pós-Graduação: Mestrado Profissional em Saúde Materno Infantil
Departamento: Saúde Materno Infantil
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://www.tede.universidadefranciscana.edu.br:8080/handle/UFN-BDTD/959
Resumo: Introduction: Education is an intervention tool that aspires changes in society in all fields of knowledge, including Food and Nutrition Education (EFN), advocated by the Programa Nacional de Alimentação Escolar (PNAE), recommended by the Base Nacional Comum Curricular (Common National Curriculu+m Base), that also references the digital universe. Justification: Due to the increase in Chronic Non-Communicable Diseases (NCDs) in childhood, the PNAE and Basic Education curricula address EFN and, due to the educational potential of digital games, it is necessary to develop a game to address the theme. Objectives: To create a digital game as a tool for EFN actions for Basic Education and to evaluate the Educational Content, developed during the construction of the game, anchored in the Brazilian Food Guides. Methodology: The Real Food software was developed in Construct 2 by an interdisciplinary team and its organization followed the order of pre-production, production, testing and completion and the stages of creation: dynamics, mechanics, interactivity and directions. The graphic art in Procreate, vectorized by Adobe Illustrator, the soundtrack and sound effects downloaded from copyright or made in Reaper. To support the construction of the game, an Educational Content was elaborated, referring to the degree of food processing, evaluated by teachers and nutritionists, who had access to the presentation of the study through links of the Informed Consent Form, from the Educational Content and the questionnaire, which considered as criteria the relevance, knowledge, whether it responds to the objectives and language adequacy. Results: The software presents three games with different mechanics and genres, with four non-binary characters. Game 1, the character with the lunchbox in his hand, in a kitchen, picks up the food and / or drinks for his snack; game 2, the characters, non-player characters, are in a food court and request a snack, or lunch, or a drink of different degrees of processing and game 3, mahjong type with food cards and/ or drinks, presents three phases, randomly generated, with increasing degrees of difficulty. The games scores follow the logic: fresh and minimally processed foods and / or beverages score more; processed ones do not interfere and ultra processed ones lose points. The Pedagogical Content was analyzed by 66 evaluators from all Brazil regions. As for the relevance of EFN through the Real Food Digital Game, 80.4% consider it relevant; 54.5% refers to it as an excellent food education tool. Final Considerations: The products developed can contribute to the construction of knowledge and the teaching and learning process to EFN actions: the Game, in addition to entertaining, promotes the memorization of information, as it is used continuously and the Educational Content in line with the demands and interests of the target audience and the two products are aligned with the challenges of contemporary society, including, at a time of physical and social distance, in which access to information is through digital means.Technical product: The computer program entitled "Real Food", registered at the Instituto Nacional de Propriedade Industrial - INPI, by the Agência de Inovação - UFN. The Software is an intervention tool to assist in the learning of healthy habits about food and health within the school community and to contribute to comprehensive training, health promotion and the prevention of NCDs. The electronic addresses of the games are available free of charge for mobile and computer and their monitoring will be