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La investigación que sustenta este artículo tuvo como objetivo general el ejercicio de la comprensión de las dimensiones políticas de la Educación del Campo (EC) en el país y en el contexto amazónico, lo cual se materializó a partir de un balance de trabajo intelectual en torno a la realidad rural. El artículo presenta un mapeo bibliográfico de las producciones relacionadas con las políticas públicas de ER en Brasil y Amazonas. Este diálogo entre lo nacional y lo local se expresa en el recorrido metodológico de la revisión de la literatura, que incluyó encuestas en los repositorios de la Universidad Federal de Amazonas y la Universidad Estatal de Amazonas y en las bases de datos electrónicas Scielo, Google Academic y Capes Periodicals. Entre los resultados y conclusiones, se destacan los siguientes hallazgos de la investigación: los movimientos sociales rurales tienen un rol protagónico en el diseño de políticas para la EC en Brasil; se ratifican las dimensiones política, pedagógica y productiva de la EC; el concepto de desarrollo sostenible está en disputa; mientras que las especificidades del campo amazónico radican en el enfrentamiento entre la explotación histórica de los recursos naturales, el modo de vida campesino y las desigualdades sociales.
La investigación que sustenta este artículo tuvo como objetivo general el ejercicio de la comprensión de las dimensiones políticas de la Educación del Campo (EC) en el país y en el contexto amazónico, lo cual se materializó a partir de un balance de trabajo intelectual en torno a la realidad rural. El artículo presenta un mapeo bibliográfico de las producciones relacionadas con las políticas públicas de ER en Brasil y Amazonas. Este diálogo entre lo nacional y lo local se expresa en el recorrido metodológico de la revisión de la literatura, que incluyó encuestas en los repositorios de la Universidad Federal de Amazonas y la Universidad Estatal de Amazonas y en las bases de datos electrónicas Scielo, Google Academic y Capes Periodicals. Entre los resultados y conclusiones, se destacan los siguientes hallazgos de la investigación: los movimientos sociales rurales tienen un rol protagónico en el diseño de políticas para la EC en Brasil; se ratifican las dimensiones política, pedagógica y productiva de la EC; el concepto de desarrollo sostenible está en disputa; mientras que las especificidades del campo amazónico radican en el enfrentamiento entre la explotación histórica de los recursos naturales, el modo de vida campesino y las desigualdades sociales.
Following the outbreak of COVID-19 and the need to follow health protocols based on the World Health Organization (WHO) guidelines, most teachers and researchers started conducting teaching and research activities at their “home office”. Meanwhile, these professionals began to develop their activities in an often-improvised workspace - many of them have also been caring for their children and doing household chores. We have even observed a decline in student performance with remote teaching, as class duration reduced and students lacked access to laboratories for practical classes. In our view, if the Brazilian government does not invest in improving the quality of remote education and internet access for the population amid the ongoing pandemic, an increasing number of teachers and researchers will develop irreversible health problems due to the precariousness of remote teaching and work.
BACKGROUND No treatment for COVID-19 is yet available; therefore, providing access to information about SARS-CoV-2, the transmission route of the virus, and ways to prevent the spread of infection is a critical sanitary measure worldwide. Serious games have advantages in the dissemination of reliable information during the pandemic; they can provide qualified content while offering interactivity to the user, and they have great reach over the internet. OBJECTIVE This study aimed to develop a serious game with the purpose of providing science-based information on the prevention of COVID-19 and personal care during the pandemic while assessing players’ knowledge about COVID-19–related topics. METHODS The study was conducted with the interdisciplinary collaboration of specialists in health sciences, computing, and design at the Federal University of Minas Gerais, Brazil. The health recommendations were grouped into six thematic blocks, presented in a quiz format. The software languages were based on the progressive web app development methodology with the Ionic framework, JavaScript, HTML5, cascading style sheets, and TypeScript (Angular). Open data reports of how users interact with the serious game were obtained using the Google Analytics application programming interface. The visual identity, logo, infographics, and icons were carefully developed by considering a selection of colors, typography, sounds, and images that are suitable for young audiences. Cards with cartoon characters were introduced at the end of each thematic topic to interact with the player, reinforcing their correct answers or alerting them to the need to learn more about the disease. The players’ performance was assessed by the rate of incorrect and correct answers and analyzed by linear correlation coefficient over 7 weeks. The agile SCRUM development methodology enabled quick and daily interactions of developers through a webchat and sequential team meetings. RESULTS The game “COVID-19–Did You Know?” was made available for free on a public university website on April 1, 2020. The game had been accessed 17,571 times as of September 2020. Dissemination actions such as reports on social media and television showed a temporal correspondence with the access number. The players’ error rate in the topic “Mask” showed a negative trend (<i>r</i>=–.83; <i>P</i>=.01) over the weeks of follow-up. The other topics showed no significant trend over the weeks. CONCLUSIONS The gamification strategy for health education content on the theme of COVID-19 reached a young audience, which is considered to be a priority in the strategy of orientation toward social distancing. Specific educational reinforcement measures were proposed and implemented based on the players’ performance. The improvement in the users’ performance on the topic about the use of masks may reflect an increase in information about or adherence to mask use over time.
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