Serious game para qualificação das práticas de profissionais de saúde na abordagem à violência contra a mulher
Ano de defesa: | 2015 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Tese |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal da Paraíba
BR Ciências Exatas e da Saúde Programa de Pós-Graduação em Modelos de Decisão e Saúde UFPB |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | https://repositorio.ufpb.br/jspui/handle/tede/6560 |
Resumo: | This study aimed to analyzing the potential of serious games as a pedagogical tool in the qualification of health professionals in the approach to domestic violence against women. Recognized as a universal problem and important epidemiological dimension, violence against women is a phenomenon based on gender, and its confrontation requires multidisciplinary interventions. To develop and evaluate the serious game presented in this research, the work included simultaneous adoption and complement of two methodological approaches: the qualitative and quantitative. The quality plan was used for defining the pedagogical dimension of the game, i.e. to identifying the themes that led to construction of the conceptual map categories (MC). Such categories and themes subsidized game implementation guiding the definition and creation of game elements: plot, challenges, images/scenes and method of evaluation. The theoretical dimension of the game and its pedagogical character are based on the Constructivist perspective based on the Freiriana methodology of problematization of reality. Pandora's box is a narrative about the life of a woman in a situation of domestic violence using public health services.The graphic design of the game and the method of evaluation were designed to work with concepts that guide professional practice by considering the knowledge and worldviews of the professionals are constituted as instruments of the health working process. In this approach, the game elements (illustrations, reflective dialogues, musical tracks and the method of valuation of the player, which acts as the intelligence of the game) were designed to awaken the motivations for reflection and awareness of the player. From the quantitative research, the game has been validated on the 85 professionals from family health teams. The results of this validation enabled verify the capability of the game for deserting the motivations towards learning about the issue, mobilizing new knowledge and enabling the production of new concepts by the players. The results showed that the game also proved powerful to steer changes of conceptions regarding the problem. Pandora's box was well accepted by health professionals as a pedagogical resource and training, having positive evaluation of more than 90% of the players. That way, the argument championed in this study that the serious games are capable of arousing motivation for learning and changing conceptions of the domestic violence committed against women. In particular, Pandora's box has the potential to working the theme of domestic violence in public health services and to contributing to a change of paradigmatic assistance on women's health. |