O mistério de pandora: um serious game com vídeo 360º e modelo inteligente de avaliação multidimensional para educação e conscientização sobre violência doméstica contra a mulher

Detalhes bibliográficos
Ano de defesa: 2022
Autor(a) principal: Felix, Zildomar Carlos
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso embargado
Idioma: por
Instituição de defesa: Universidade Federal da Paraíba
Brasil
Ciências Exatas e da Saúde
Programa de Pós-Graduação em Modelos de Decisão e Saúde
UFPB
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: https://repositorio.ufpb.br/jspui/handle/123456789/24513
Resumo: Domestic violence against women has been a global social and public health problem. However, educational technologies can be a guiding thread for actions to face the problem, acting especially in health education, as a means of transforming knowledge and awareness. Digital games, especially Serious Games (SG), have been standing out within a new paradigm called game-based learning that combines entertainment with specific content. This learning can focus on the players’ cognitive, affective and psychomotor skills. Game mechanics is an important element in the player’s evolution process in the game’s story. Serious Games can include a decision model that measures the player’s knowledge. When they include technologies such as immersive virtual reality, SGs have the potential to provide a greater sense of player involvement during exposure to the game environment. This work presents The Mystery of Pandora, an immersive 360-degree videos Serious Game for Education and Awareness on Domestic Violence Against Women (DVAW). The game incorporates a multi dimensional intelligent decision model specially designed for SGs based on 360-degree videos, in which it implements performance evaluation mechanisms, pedagogical reinforcement strategies, and player immersion. The serious game was evaluated by health professionals, professionals, and students. The results showed good levels of player satisfaction in all factors analyzed, emphasizing the Knowledge factor. The results of the pedagogical evaluation point to the pedagogical potential of the serious game in learning and awareness about domestic violence against omen, as well as showing that the game has good usability and acceptance by the players. In addition, it was possible to measure the degree of discomfort and discomfort of the players after the experience with the immersive virtual environment of the game, in which points that need to be enhanced to strengthen engagement were identified. It was also possible to verify that the decision model acted positively in the performance evaluation process and the recommendation of pedagogical reinforcement for the players. Therefore, the evaluation results confirm the argument defended in this study, that is, an intelligent model for the multi-dimensional evaluation of the player in serious games with virtual reality and 360-degree videos can enhance engagement and satisfaction, and consequently, awareness and learning on the subject.