ELIANE PORTES VARGAS SANDRA MONTEIRO REBELLORESUMO: Este artigo apresenta os resultados da avaliação do "Jogo da Onda", um jogo sobre a prevenção contra HIV/AIDS e uso de drogas, desenvolvido pela Fundação Oswaldo Cruz. Informado por uma abordagem qualitativa (grupo focal, observação direta do uso do jogo e questionário), o estudo analisa a opinião de 62 estudantes e 17 educadores da rede pública de ensino (Rio de Janeiro/Brasil) sobre o uso do jogo e as temáticas tratadas no material. Para os estudantes e educadores o jogo gera informação, estimula a reflexão e o diálogo acerca de situações do cotidiano relacionadas ao uso de drogas. A visão dos jovens acerca dos temas do jogo aponta para a relevância da percepção do usuário na avaliação do alcance das mensagens veiculadas em recursos de educação em saúde. Os resultados do estudo motivaram o desenvolvimento e a avaliação de novos conteúdos, principalmente sobre saúde reprodutiva e relações de gê-nero, que irão integrar as edições futuras do "Jogo da Onda". Os novos conteúdos privilegiam as interfaces entre os desafios enfrentados pela juventude na atualidade: epidemia de HIV/AIDS, DST, consumo de drogas lí-citas e ilícitas, iniciação sexual, gravidez não-planejada, entre outros.Palavras-chave: Drogas. HIV/AIDS. Educação. Avaliação. Tecnologia educacional. EDUCATION, PREVENTION AND DRUGS: RESULTS AND UNFOLDING OF THE EVALUATION OF AN EDUCATIONAL GAMEABSTRACT: This paper presents the results of the evaluation of the "Jogo da Onda", which deals with drug abuse and HIV/AIDS prevention,
Eliane P. Vargas 3 REBELLO, S.; MONTEIRO, S.; VARGAS, E. Student views on drugs in the use of an educational game. Interface _ Comunic, Saúde, Educ, v.5, n.8, p.75-88, 2001.This essay emphasizes the relevance of cultural intervention in the use of educational technologies. To this end, it describes the perception of 62 students from government schools in Rio de Janeiro, concerning topics broached in the "Jogo da Onda" -a game on drug use -as well as the group's interest in the material. On the basis of focus groups, observation of games being played, and questionnaires, drug use has been shown to be related to peer pressure, easy access to drugs and the fact that individual or merely occasional consumption are not seen as behaviors capable of leading to chemical dependence. The dissonance between the students' view and the repressivepreventive and/or informational-technical discourse suggests that educational actions should focus on how the information transmitted is understood, with a view to developing interaction, dialogue, information and reflection. KEYWORDS: Healthcare education; educational material; social representation; educational game.Este estudo enfatiza a relevância da mediação cultural no uso de tecnologias educacionais. Para tal, descreve a percepção de 62 escolares da rede pública do Rio de Janeiro sobre temas abordados no Jogo da Onda, um jogo sobre o uso de drogas, e o interesse do grupo pelo material. A partir de grupos focais, observação das partidas e questionários, foi observado que a iniciação ao uso de drogas está relacionada à: pressão social de grupo, fácil acesso às drogas e ao não reconhecimento de que o consumo pessoal, mesmo descontínuo, pode levar à dependência química. Dissonâncias entre a visão dos escolares e o discurso preventivo repressivo e/ou técnico informativo sugere que as ações educativas devem privilegiar formas de apreensão das informações transmitidas, focando a interatividade, a interlocução, a informação e a reflexão. PALAVRAS-CHAVE: Educação em saúde; material pedagógico; representação social; jogo educativo. fevereiro, 2001
This article presents the evaluation process for the ZIG-ZAIDS game, investigating the material's applicability in formal and informal educational contexts, i.e., how the game has been used by health professionals, parents, and the target population (pre-adolescents, or children over 9 years old). The study involved evaluation questionnaires sent to a list of schools and institutions using the game, plus interviews and visits to places where the game was used as well as tested with groups of students. It also includes an analysis of evaluation previously sent by the authors to people who had requested the game. The results showed that the population's level of information is more relevant than age in relation to the game's impact. Another important aspect relates to ZIG-ZAIDS' applicability to different situations: training of health and teaching professionals; activities with street children; municipal institutions and events, schools, companies, communities, and health care centers. In summary, ZIG-ZAIDS was found to be an entertaining, creative, and innovative alternative for providing information on AIDS and sexuality.
A core operational definition of active and healthy aging (AHA) is needed to conduct comparisons. A conceptual AHA framework proposed by the European Innovation Partnership on Active and Healthy Ageing Reference Site Network includes several items such as functioning (individual capability and underlying body systems), well-being, activities and participation, and diseases (including noncommunicable diseases, frailty, mental and oral health disorders). The instruments proposed to assess the conceptual framework of AHA have common applicability and availability attributes. The approach includes core and optional domains/instruments depending on the needs and the questions. A major common domain is function, as measured by the World Health Organization Disability Assessment Schedule 2.0 (WHODAS 2.0). WHODAS 2.0 can be used across all diseases and healthy individuals. It covers many of the AHA dimensions proposed by the Reference Site network. However, WHODAS 2.0 does not include all dimensions proposed for AHA assessment. The second common domain is health-related quality of life (HRQoL). A report of the AHA questionnaire in the form of a spider net has been proposed to facilitate usual comparisons across individuals and groups of interest.
All the contents of this work, except where otherwise noted, is licensed under a Creative Commons Attribution 4.0 International license. Todo o conteúdo deste trabalho, exceto quando houver ressalva, é publicado sob a licença Creative Commons Atribição 4.0. Todo el contenido de esta obra, excepto donde se indique lo contrario, está bajo licencia de la licencia Creative Commons Reconocimento 4.0. 13. Prevenção do HIV/AIDS e do uso indevido de drogas desenvolvimento e avaliação de jogos educativos
The study evaluated the use of a multimedia educational game about STD / SIDA among students from the 6th grade of Elementary School to the Junior high school students from two public schools in Rio de Janeiro State and their contributions to teaching Science and Biology. The study was carried out from the direct observation of the material use and the questionnaires application to the students. The results revealed that the game stimulated the debate and clarified doubts and points of view on subjects related to the teaching of natural sciences and sexual orientation, foreseen in the National Curricular Parameters. Students were curious about the computers use, indicating the potential of multimedia resources as a teaching strategy. It is understood that educational resources do not replace investments in teacher training and the necessary improvements in public education systems, but they can provide subsidies for educators in approaching diverse topics.
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