scholarly journals Saúde do trabalhador: estratégia lúdica para a promoção da biossegurança

2020 ◽  
Vol 10 (32) ◽  
pp. 352-357
Author(s):  
Antonio Wellington Vieira Mendes ◽  
Andreza Vitor da Silva ◽  
Carolaine Da Silva Souza ◽  
Mariana Cordeiro da Silva ◽  
Stéffane Costa Mendes ◽  
...  

O objetivo é relatar a experiência vivenciada por acadêmicos de enfermagem na utilização de um jogo educativo como ferramenta pedagógica para promoção da biossegurança com trabalhadores. Trata-se de um relato da experiência vivenciada por seis acadêmicos de Enfermagem quanto a realização de uma ação educativa em novembro de 2019. A ação foi desenvolvida a partir da explanação do conteúdo sobre biossegurança e um jogo de tabuleiro com perguntas e respostas, teve duração de 60 minutos e contou com a participação 18 profissionais de um centro de Hemoterapia e Hematologia do Ceará. A estratégia adotada para o desenvolvimento da atividade gerou o efeito esperado, culminando em um feedback positivo, uma vez que os profissionais afirmaram que a atividade lúdica se mostrou efetiva na compreensão do assunto abordado. O jogo, contribuiu como processo de ensino-aprendizagem, colaborando como uma alternativa pedagógica.Descritores: Enfermagem, Saúde do Trabalhador, Contenção de Riscos Biológicos, Tecnologia Educacional. Worker health: a strategy for the promotion of biosafetyAbstract: The objective is to report the experience experienced by nursing students in the use of an educational game as a pedagogical tool to promote biosafety with workers. This is an account of the experience experienced by six nursing students regarding the realization of an educational action in November 2019. The action was developed from the explanation of the content on biosafety and a board game with questions and answers, lasted 60 minutes and had the participation of 18 professionals from a hemato-therapy and hematology center in Ceará. The strategy adopted for the development of the activity generated the expected effect, culminating in positive feedback since the professionals stated that the playful activity proved to be effective in understanding the subject addressed. The game contributed as a teaching-learning process, collaborating as a pedagogical alternative.Descriptors: Nursing, Workers' Health, Containment of Biological Risks, Educational Technology. Salud del trabajador: una estrategia para fomentar la promoción la bioseguridadResumen: El objetivo es informar de la experiencia vivida por los estudiantes de enfermería en el uso de un juego educativo como herramienta pedagógica para promover la bioseguridad con los trabajadores. Este es un relato de la experiencia vivida por seis estudiantes de enfermería con respecto a la realización de una acción educativa en noviembre de 2019. La acción se desarrolló a partir de la explicación del contenido sobre bioseguridad y un juego de mesa con preguntas y respuestas, duró 60 minutos y contó con la participación de 18 profesionales de un centro de hemoterapia y hematología en Ceará. La estrategia adoptada para el desarrollo de la actividad generó el efecto esperado, culminandoen retroalimentación positiva, ya que los profesionales afirmaron que la actividad lúdica result ser eficaz en la comprensión del tema abordado. El juego contribuyó como un proceso de enseñanza-aprendizaje, colaborando como una alternative pedagógica.Descriptores: Enfermería, Salud de los Trabajadores, Contención de Riesgos Biológicos, Tecnología Educativa.

2019 ◽  
Vol 72 (5) ◽  
pp. 1279-1287
Author(s):  
Cleina de Fátima Carvalho ◽  
Maria Amélia Zanon Ponce ◽  
Reinaldo Antonio da Silva-Sobrinho ◽  
Roberto Della Rosa Mendez ◽  
Mariana Alvina dos Santos ◽  
...  

ABSTRACT Objective: To analyze the knowledge about tuberculosis among nursing undergraduate students of a Federal Higher Education Institution. Method: Descriptive cross-sectional study, with quantitative approach. Data were collected through a questionnaire based on the WHO’s guide to developing evaluation instruments on knowledge, attitudes and practices related to TB. Students were classified as “with knowledge” and “with little knowledge” based on the mean percentage of correct responses to the variables analyzed. Descriptive statistics techniques were used. Results: 60 nursing students were interviewed. “with little knowledge” was observed among students who were studying at the university for less time and who had no previous contact with the subject, and “with knowledge” was observed among those whose knowledge about tuberculosis was acquired in the health services. Conclusion: Knowledge gaps among undergraduate nursing students were identified, suggesting the need to rethink teaching-learning strategies on the subject.


Author(s):  
Jairo A. Hurtado ◽  
Yenny A Real

Prehispanopolis is the result of a pedagogical, dynamic and innovative proposal for teaching, learning and evaluation of students through the creation of a board game developed between teacher and students. As part of the activities of evaluation, the students are proposed to create a game that involves the subjects and concepts of the course, and it can later be used as an evaluation tool.The pilot test was conducted in the subject called Arquitectura Hispanoamericana (Hispano-American Architecture) of the Architecture program and limited to pre-Hispanic architecture and urbanism, hence the origin of the name of the game.The main objective in the proposal of the creation of this game is to generate greater motivation and interest in students for learning in classes that have high theoretical content and are passive, monotonous and dense both in its content and in its class methodology. History of architecture meets these characteristics among students, for this reason it was decided to start with the project in this class.Results show a high motivation and participation of the students, both in the development of the game and at the time of being used as an evaluation tool. Likewise, the academic results corresponding to the subjects evaluated with the game were improved.Keywords: Boardgame, game-based learning, gamification, motivation, methodology.


2010 ◽  
Vol 19 (4) ◽  
pp. 618-626 ◽  
Author(s):  
José Ramón Martínez Riera ◽  
Juan Luis Cibanal ◽  
María Jesus Pérez Mora

To assess role-playing as a methodology in the teaching-learning process for the Nursing Degree. To identify the attitude of nursing students towards role-playing. To analyze the response of students to their teaching-learning process after role-playing. Relationship is one of the main functions of nursing care in all fields, as it contributes to developing and coping with the various stimuli of life through therapeutic communication, which helps nurses know their role and how to behave according to the situation. Third-year students from the Nursing School of the "X". Academic years 2006-2007 and 2007-2008. The reflexive nature of qualitative research is based on Symbolic Interactionism. The subject category chosen is role-playing and it is sorted into the subcategories and codes. Findings from the analysis of the summaries have allowed us to see what actually happens when using role-playing as a teaching-learning tool in nursing, why and what the consequences are.


2018 ◽  
Vol 3 (2) ◽  
Author(s):  
Tatik Muflihah

Speaking is an important skill among other. It can be used to measure the language learner’s ability. However, many language learners are reluctant to speak in English class. One of the reasons is the students do not know the way how to express their idea properly. Then teaching learning process should be designed to assist them to speak. This study will try at investigating the use of pictures to enhance students in speaking class. This is a class action research (CAR) which consists of two cycles. Each cycle involves some activities; plan, action, observation, and reflection. The subject of the study is the third semester of S1 nursing in academic year 2017/2018 that consist of 34. The instruments are in the form of observation and speaking test. The result of the study is expected to be beneficial for students in speaking class, especially to motivate students to speak, tomake easier the students in expressing the theme provided by the pictures, and to create interesting environment.


2017 ◽  
Vol 8 (2) ◽  
pp. 48
Author(s):  
Jean André De Souza ◽  
Eliene Maciel Cirilo ◽  
Nathalia Diogo Da Silva ◽  
Maria Fernanda Caravana de Castro Moraes Ricci ◽  
Marinéa Figueira Rodrigues

Esta pesquisa tem como objetivo investigar a importância das Tecnologias de Comunicação e Informação (TIC) como ferramenta pedagógica no processo ensino aprendizagem na Educação Infantil e nas Séries Iniciais do Ensino Fundamental. Para tanto, realizou-se uma pesquisa de cunho bibliográfico, baseada em renomados autores no assunto, a saber: Almeida (2004), Alonso (2012), Barros (2005) (Dowbor (2001), Thomé (2015) dentre outros. As TIC auxiliam a prática docente, possibilitando o professor trabalhar com diversos tipos de ferramentas e aplicativos que tornarão suas aulas mais interessantes e motivadoras e a aprendizagem do aluno mais produtiva e interativa.Palavras chave: Educação; Ensino e Aprendizagem; Tecnologia da Informação e Comunicação. Abstract:This research aims to investigate the importance of Communication and Information Technologies (ICT) as a pedagogical tool in the process of teaching learning in Early Childhood Education and Early Years of Primary Education. To that end, a bibliographic research was carried out, based on renowned authors in the subject, namely: Almeida (2004), Alonso (2012), Barros (2005) (Dowbor (2001), Thomé (2015) among others. ICT help teachers, enabling the teacher to work with different types of tools and applications that will make their classes more interesting and motivating and student learning more productive and interactive.Keywords: Education; Teaching and learning; Technology of Information and Communication. 


Author(s):  
DesiYusnanda Sari And Sri MindaMurni

This study attempted to improve the students’ reading comprehension achievement in descriptive text through Team Games Tournament (TGT) method. This study was conducted by using classroom action research. The subject of the research was class IX SMP PAB 10 Medan Estate which consisted of 25 students. The research was conducted in two cycles and the first cycle consisted of four meetings the second cycle consisted of two meetings. The instruments for collecting the data were quantitative data (reading evaluation) and qualitative data (diary note, observation sheet and interview sheet). Based on reading scores, students’ score kept improving in every evaluation. In the test I the mean was 65,33, in the test II the mean was 71,72 and the test III the mean was 84,54.Based on diary note, observation sheet and interview sheet, it was found that teaching-learning process ran well. Students were active, enthusiastic, and interested in reading. The result of the research showed that Team Games Tournament (TGT) method significantly improved students’ achievement in reading comprehension especially in reading descriptive text.


Author(s):  
Yohanna Situmeang And Busmin Gurning

This study was attempted to improve students’ achievement in writing narrativetext by watching movies. This study was conducted by using classroom action researchin two cycles. Cycle I consisted of four meetings while Cycle II consisted of twomeetings. The subject of the research was class VIII-A SMP SWASTA IMMANUELMEDAN. The number of the students was 34. To collect the data, the instruments werequantitative and qualitative data. The quantitative data was the scores of the studentsand the qualitative data was interview sheets, observation sheets, and diary notes. Basedon the writing score, students’ score were improving in every test. It can be seen inOrientation test, Test I in Cycle I, and Test II in Cycle II. In Orientation test, the meanscore was 37.94 then it was improved to 65.85 in Test I. In the end of cycle II, the meanscore for test II was again improved to 83.41. Based on interview sheets, observationsheets and diary notes, it was found that teaching-learning process ran well. In line withthe data, it showed that the application of watching movies significantly improvedstudent’s achievement in writing narrative text. English teachers were suggested to givemovies to be watched as guidance on students’ narrative writing in the class.


Author(s):  
Sri Wuri Handayani And Masitowarni Siregar

This study attempts to Improving Students’ Achievement Through the Process GenreApproach. The objective of the study is to discover whether the use of the ProcessGenre approach could significantly improve students’ writing achievement. This studyconduct by applying Classroom Action Research which was carried out in two cycles inten meetings. The subject of this study of SMA Panca Budi Medan which consisted of39 students of class X – 2 reguler.. Orientation test was done in the first meeting, test IIwas done in the fourth meeting, and test III was done in the last meeting. The mean ofstudents’ score test III (76,242) was higher than the test II (66,878) and test I (57,606).Besides, the qualitative data was taken from observation sheet, interview, questionnaire,and diary notes. It was found that teaching learning process ran well. By applying theProcess Genre Approach in the classroom, the students understood the content ofdescriptive text easily. They also were active and enthusiastic during the teachinglearning process. The result of the research showed that the application of the ProcessGenre approach significantly improved students’ achievement in writing descriptive text


Author(s):  
Dita Masyitah Sianipar And Sumarsih

This study deals with the way to improve students’ achievement in speaking particularly through Two Stay Two Stray Strategy. This study was conducted by using classroom action research. The subject of of the research was class X-AP SMK Swasta Harapan Danau Sijabut in Asahan Regency that consisted of 34 students. The research was conducted in two cycles consisted of three meetings in each cycle. The instruments of collecting data for quantitative data used Speaking Test and instrument for analysis of qualitative data used observation, interview and questionnaire sheet. Based on the speaking test score, students’ score kept improving in every test. In the test I the mean was 61,47, in the test II the mean was 67,41 and the test III the mean was 78,52. Based on observation sheet and questionnaire sheet, it was found that teaching learning process run well and lively. Students were active and interest in speaking. The using of Two Stay Two Stray Strategy is significantly improved students’ achievement in speaking.


Author(s):  
Sabatini Sitorus And Masitowarni Siregar

This study attempts to increase students’ vocabulary achievement by using flash cards. The objective of the study is to investigate whether the using of flash card can improve students’ vocabulary achievement. This study conduct by applying Classroom Action Research which was carried out in two cycles in six meetings. The subject of this study of SD Negeri 174559 Siraituruk, Porsea which consisted of 34 students. For collecting data, the instruments used were quantitative (vocabulary test) and qualitative data (interview sheet, observation sheet, and diary notes. Based on the data, it was found that the mean of the second cycle (80, 44) is higher than the mean of first cycle (64, 85) and pre-test (44, 41).  Based on interview sheet, observation sheet and diary notes, it was found thee students were more active and more enthusiastic during the teaching learning process in the second cycle than the first one. It was concluded that teaching vocabulary by using  flash cards can improve the students’ vocabulary achievement.


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