Introduction: Symptomatic interrogation (SI) provides a detailed investigation of each group of organs in the human body, correlating symptoms of different systems that are not always related to the main complaint. Despite its importance, IS is extensive, making its learning challenging for academics, reinforced by traditional and mechanistic teaching methods. Therefore, the objective of this research was to develop a didactic game that would enable better IS learning. Method: An iterative creation methodology was used, which is based on improving knowledge in a cycle and correcting possible game failures. This technique is divided into phases: communication, planning, modeling and construction. From this, it was decided to create a traditional low-cost game with wide access through cards. Results: The IS were divided into 10 large groups and divided by system or region, totaling 436 letters. Each technical term of the sign is followed by four descriptors with only one alternative corresponding to the questioned item. The template can be accessed through the QR code with your cell phones. The game is available for free to access and download. Conclusion: Technology is part of the daily life of all students, therefore, this tool should be used as a learning facilitator. Teaching through games brings speed and quality to learning, encouraging students to keep their attention, following the active teaching methodology model. So, this tool does not seek to replace the current teaching model, but to add. In future research, the aim is to develop a study that evaluates the change in academic performance before and after using this device.
The study of human anatomy means knowing the structures that make up the human body and how they are related. Since the inclusion of this discipline in the academic curriculum, many traditional universities have promoted its teaching through the exposure of anatomical structures, being considered by some authors and students as monotonous and difficult to learn. Therefore, the objective of this research is to create a tool that helps the learning of traditional anatomy using technology. For this, a game was developed, through the Waterfall methodology, adding learning techniques to it. It was initially chosen to teach the main structures of the skeletal system with a total of 20 games and 14 games on the muscular system. The game was divided into axial and peripheral structures, enabling individualized learning of each region of the body. The game is based on the identification of structures, and the student is encouraged to mark the region that corresponds to the requested structure. After finishing the game, the player will see the hit rate and the time spent during the exercise. In addition, this tool will demonstrate to students and teachers a new way of approaching human anatomy, not escaping from traditional methods, but serving as a complement to it, helping in learning and content retention. The segment of this research will be to assess the level of learning before and after the use of this teaching methodology.
Objetivo: definir a prevalência e as características dos principais patógenos associados a infecções nos pacientes da Unidade de Tratamento de Queimados (UTQ) do Hospital de Urgências de Sergipe (HUSE) no período de 2015 a 2019. Método: Trata-se de um estudo retrospectivo, descritivo, com abordagem quantitativa, referente à análise de dados através dos registros realizados pela equipe de Cirurgia Plástica da Unidade de Tratamento de Queimados do HUSE com foco para as informações epidemiológicas e etiológicas das infecções dos pacientes nessa unidade no período de janeiro de 2015 a dezembro de 2019, o que totalizou a análise de 991 registros. Resultados: Foram analisados 991 prontuários. Houve maior prevalência do público adulto (média de 22,9 anos), do gênero masculino (59,4%), com queimaduras de médio porte (71,1%) e segundo grau (88,2%). 82 pacientes apresentaram o resultado positivo nas culturas. O microrganismo mais encontrado em todas as faixas etárias foi o Acinetobacter baumannii, exceto nos idosos, que foi a Pseudomonas aeruginosa. O sítio mais comumente infectado foi a corrente sanguínea e o tempo médio de internamento foi de 13,2 dias estando o aumento desse tempo relacionado com o aparecimento de microrganismos mais potencialmente lesivos. Foram registrados 64 óbitos, dos quais 22 apresentaram culturas positivos e em 20,3% desses casos o Acinetobacter baumannii esteve presente. Conclusão: O perfil epidemiológico do paciente queimado relaciona-se diretamente com o tipo de microrganismo colonizador.
No abstract
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.