scholarly journals A Human Centred-Design Approach to a Serious Game in Health Training for the Open University of the Unified Health System (UNA-SUS/UFMA) in Brazil

2020 ◽  
Vol 2 (3) ◽  
pp. 24-34
Author(s):  
Daniela Rosito Michella Munhoz ◽  
Luciane Maria Fadel ◽  
Carla Galvão Spinillo ◽  
Ana Emília Figueiredo de Oliveira ◽  
Katherine Marjorie Mendonça de Assis ◽  
...  

A serious game is a media based on the narrative of a game focused on learning. The narrative of a game brings elements and mechanics that motivate the participation and engagement of the players. This is because games are a constant in human development as they formalize cultural activities with social function, being full of meanings. Moreover, the possibilities found in the game narratives contribute to the construction of more participatory plots, since the player can act actively in the course of the story. The narrative and engagement of serious games are of prime importance to distance learning in the health field. In Brazil, the Open University of the Unified Health System (UNA-SUS/UFMA) develops serious games as educational resources to train health professionals. This paper presents the design process of the Clinical Case Game, a serious game for diagnosis and treatment of medical conditions, addressed to doctors in Brazil. A multidisciplinary and human-centred design approach was adopted to develop the game. It involved medical doctors, educators, IT professionals, information designers and game designers, who coordinated the team and acted on the balance of the dynamics involved, that is, the narrative and playful pleasure. The methodology employed consisted of a workshop; content and prototype production; prototype testing with users; and refinements for the final version of the game. The results suggested that narrative unity must be coherent for serious games on health and highlight the relevance of serious games as high potential resources in the educational process.

Author(s):  
Luciane Maria Fadel ◽  
Daniella Rosito Michella Munhoz ◽  
Carla Galvão Spinillo ◽  
Ana Emília Figueiredo de Oliveira ◽  
Katherine Marjorie Mendonça de Assis ◽  
...  

2019 ◽  
Vol 10 (1) ◽  
pp. 35-42
Author(s):  
Isadora Montoaneli Bichara ◽  
Luisa Gallo Vilar ◽  
Priscilla Ferreira Zadra ◽  
João Victor Loreto Nalon ◽  
Marcos Antonio Anacleto Junior ◽  
...  

Nos últimos anos, ocorreu no Brasil uma mudança na estrutura etária da população, antes exclusiva dos países desenvolvidos, com o aumento da proporção de idosos. O envelhecimento acarreta modificações fisiológicas, como alterações no sono. Alguns medicamentos potencialmente inapropriados são utilizados no tratamento de distúrbios do sono, porém, podem prejudicar a segurança e saúde desses indivíduos. Diante disso, medidas não farmacológicas tomam importância para essa faixa etária. O objetivo deste artigo é expor o relato de experiência do projeto de Extensão: “Educação e medidas não farmacológicas que promovam uma boa qualidade do sono: uma necessidade emergente para os idosos”, realizado utilizando oficinas educativas sobre planos não farmacológicos que contribuem para a qualidade do sono. As oficinas ocorreram em oito unidades do Sistema Único de Saúde de Divinópolis, Minas Gerais. Participaram 177 usuários, com média de idade de 64,4 anos. Após pactuação universidade-serviço de saúde, iniciaram-se os questionamentos sobre os hábitos de vida que interferem na qualidade do sono, o que norteou a execução da etapa seguinte. O conteúdo sobre sono foi apresentado em um folheto, de forma clara e objetiva, concedendo espaço para retirada de dúvidas e relatos de experiências. O fornecimento do folheto contribuiu para o seguimento do processo educativo, sendo utilizado como meio de consulta das orientações fora do ambiente das oficinas, tornando o participante um agente multiplicador das informações. Para os pesquisadores, a troca de experiência com a população proporcionou uma aproximação da realidade da atenção primária, tão importante no âmbito do Sistema Único de Saúde. Palavras-chave: Geriatria; Envelhecimento; Gerontologia   Education and non-pharmacological measures that promote sleep quality in elderly Abstract: In recent years there has been a change in the age structure in Brazil: the increase in the proportion of elderly in the population. Aging leads to physiological changes, such as changes in sleep. Some potentially inappropriate medicines are used for the treatment of sleep disorders, but they can harm the health and safety of these individuals. Therefore, non-pharmacological measures are essential for this age group. The objective of this article is to present the experience report of the Extension project: “Education and non-pharmacological measures that improve sleep quality: an emerging necessity for elderly” carried out through educational workshops and an illustrative flyer on non-pharmacological plans that may contribute to sleep quality. The workshops took place in eight units of the Unified Health System of Divinópolis, Minas Gerais State, Brazil, and 177 users with an average age of 64.4 years participated. After a university-health service agreement, the activities began with the questioning about the habits of life that might interfere with the quality of sleep, which guided the execution of the next stage. Subsequently, each topic of the flyer was presented, clearly and objectively, granting space for answer questions and report experiences. The provision of the flyer contributed to the follow-up of the educational process, as it can be used to consult the guidelines outside the workshop environment and make the participant a multiplier agent of information. For researchers, the exchange of experience with the population provided an approximation of primary care’s reality, which is very crucial in the scope of the Unified Health System of Brazil. Keywords: Geriatrics, Aging, Gerontology   Educación y medidas no fármacos que promueven calidad del sueño en los mayores Resumen: En los últimos años, ocurrió en Brasil, una mudanza en la estructura etaria antes exclusiva de los países desarrollados: el aumento del porcentual de mayores en la población. Algunas medicinas potencialmente no apropiadas son utilizadas para tratar disturbios del sueño, empero, pueden perjudicar la seguridad y salud de esos individuos. Por eso, medidas no fármacos toman importancia para esas personas. El objetivo de ese trabajo es evidenciar el relato de experiencia del proyecto de extensión: “Educación y medidas no fármacos que promueven una buena calidad del sueño: una necesidad emergente para los mayores”, realizado a través de talleres educativos y cartilla ilustrativa sobre planes no fármacos que puedan contribuir para calidad del sueño. Los talleres ocurrieron en ocho unidades del Sistema Único de Salud de Divinópolis, Estado de Minas Gerais, Brasil. Participaron 177 usuarios com edad media de 64,4 años. Después de aparcería universidad-servicio de salud se iniciaron los cuestionamientos sobre hábitos de vida que interfieren en la calidad del sueño. Posteriormente, cada tópico de la cartilla fue presentado de forma clara y objetiva, concediendo espacio para sanar dudas y relatar experiencias. El fornecimiento de cartillas contribuyó para la continuación del proceso educativo, siendo utilizado como medio de consulta de las orientaciones fuera del ambiente de trabajo de los talleres, transformando el partícipe en agente multiplicador de informaciones. Para los investigadores, el intercambio de experiencia con la población, proporcionó una proximidad a la atención primaria, importante en el ámbito del Sistema Único de Salud de Brasil. Palabras-clave: Geriatría, Envejecimiento, Gerontología


Author(s):  
Brian M. Winn

This chapter introduces a framework for the design of serious games for learning, called the design, play, and experience framework. The author argues that the great potential of serious games will not be realized without a formal design approach. To that end, the author presents and thoroughly explains the design, play, and experience framework which provides a formal approach to designing the learning, storytelling, game play, user experience, and technology components of a serious game. The author concludes by detailing how the framework provides a common language to discuss serious game design, a methodology to analyze a design, and a process to design a serious game for learning.


2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
V Ermida

Abstract The study was drawn to investigate an unusual form of 'industrial democracy', in Fiocruz, the Brazilian public research organisation in the health field, linked to the Ministry of Health. It is a single case study research making use of two contrasting cases: Embrapa and Pasteur Institute. The former is the Brazilian public research organisation in the agriculture field, similar to Fiocruz in space; and the latter is the French public research organisation for health, similar to Fiocruz in the field. The investigation works with the triangulation of methods approach, combining the analysis of quantitative and qualitative methods aiming at an in-depth analysis of the decision-making and the strategic planning processes of these research-led organisations. For this purpose, two exclusive tools were created and applied to their management boards and key actors. The first tool, an online questionnaire, was applied to the management boards; the second tool, a face-to-face interview, was made with the key actors. The findings were examined considering the literature, whose results supported the analysis of the context of each organisation and their strategic plans. The research revealed an original approach to industrial democracy by Fiocruz, based on a concept postulated by Arouca, which underpinned the creation of SUS, the Brazilian National Unified Health System: 'Democracy is health'. It represents a paradigm shift in the way the health concept is addressed, by adding a political dimension to it, which includes the citizenship, the free self-determination, the capacity of mastering the future. This unique approach to industrial democracy underpins the decision-making and the strategic planning of Fiocruz, revealing that it is, in fact, a new type of public research organisation; thus, questioning the validity of the existing framework concerning such entities. Key messages Democracy is Health is an original conceptual approach postulated by Arouca, which underpinned the creation of the Brazilian National Unified Health System. Fiocruz is the Brazilian Public Research Organisation in the Health field, whose unique administration approach questions the literature in the field.


Author(s):  
Carla Galvão Spinillo ◽  
Ana Emília Figueiredo de Oliveira ◽  
Edilson S. Reis ◽  
Eduardo Zanatta ◽  
Rodrigo Tubelo ◽  
...  

2020 ◽  
Vol 2 (4) ◽  
pp. 42-51
Author(s):  
Carla Galvão Spinillo ◽  
Ana Emília Figueiredo de Oliveira ◽  
Katherine Marjorie ◽  
Camila Lima ◽  
Larissa Ugaya Mazza ◽  
...  

Animated pictorial instructions are effective resources for learning medical content (e.g., surgical procedures). Considering this, the Open University of the Unified Health System of the Federal University of Maranhão (UNA-SUS/UFMA) in Brazil employs animation in their distance learning courses. From 2009 to the present the UNA-SUS/UFMA has offered 48 e-courses to health professionals, reaching around 470,000 enrolments. The development of animated instructions at UNA-SUS/UFMA considers medical and pedagogical knowledge only, lacking information design expertise to reach communication effectiveness. Thus, a design methodology was proposed based on: (a) the results of an analytical study of 100 medical animations; (b) the outcomes of a context analysis of the UNA-SUS/UFMA design process through interviews with the heads of the educational production departments; and (c) the results of an online questionnaire with 1,735 health professionals. The methodology consists of three phases: (1) Structuring: identification and arrangement of different contents (introductory content, inventory information, steps, warnings), resulting in an animation script; (2) Representation: definition of the animation graphic appearance and technological resources (e.g., pictorial style, camera framing, interaction cues), resulting in a visual storyboard or mock-up/prototype that can be tested with users (e.g., comprehension, usability tests); and (3) Finalization: programming and production of the animation. For each phase, instruments/protocols were developed to aid decision-making (form, guidelines and checklist). To evaluate the methodology, a focus group was conducted with the animation stakeholders/developers of the UNA-SUS/UFMA. The results were positive, but suggestions were made to improve the decision-making instruments, which were considered in the methodology final design.


Author(s):  
Carla Galvão Spinillo ◽  
Ana Emília Figueiredo de Oliveira ◽  
Katherine Marjorie ◽  
Camila Lima ◽  
Larissa Ugaya Mazza ◽  
...  

2018 ◽  
Vol 2 (1) ◽  
pp. 6
Author(s):  
Ingrid Luana Almeida Da Silva ◽  
Deynne A Silva ◽  
Ronei M. Moraes ◽  
Liliane S. Machado

Serious Games são uma categoria especial de jogos que possuem um propósito que vai além da diversão, e por isso podem ser utilizados para promover propaganda, conscientização, ensino e treinamento. O GeoplanoPEC e o GeoplanoMob são serious games educacionais, baseados nas atividades realizadas em um tabuleiro chamado Geoplano, desenvolvidos pelo Laboratório de Tecnologias para o Ensino Virtual e Estatística (LabTEVE) da UFPB. Esses serious games buscam apoiar o aprendizado de geometria plana e o GeoplanoPEC foi desenvolvido considerando as configurações dos computadores das escolas públicas da Paraíba, enquanto que o GeoplanoMob foi desenvolvido considerando os telefones celulares com capacidade de executar aplicativos gráficos. Na época em que os serious games foram implementados, essas plataformas não possuíam muita capacidade computacional e, devido a essa limitação, os jogos tiveram que direcionar sua jogabilidade para o trabalho com perímetros de quadrados. No GeoplanoPEC, a disputa acontece através do desenho de quadrados com perímetro obtido através da multiplicação da face de dois dados e pode ocorrer entre dois jogadores ou entre um jogador e o computador, no qual as jogadas do computador são realizadas por uma inteligência baseada em redes Bayesianas do tipo Naive Bayes. O GeoplanoMob foi desenvolvido para uma plataforma ainda mais limitada quando comparada aos computadores pessoais. Dessa forma não foi possível implantar o sistema inteligente naquela versão do jogo, ocasionando numa alteração no desafio que passou a consistir na realização individual de desenhos a partir de instruções fornecidas por um personagem do jogo. O avanço tecnológico das plataformas móveis e a proliferação destas no ambiente escolar tornou possível a elaboração de uma nova versão dos jogos para a plataforma Android, que expande as funcionalidades das versões anteriores. Com o objetivo de ampliar o escopo de sua utilização nas escolas, a nova versão explora o perímetro e a área de formas geométricas como quadrados, losangos, retângulos, paralelogramos, trapézios e triângulos.


2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
B L O Luizeti ◽  
E M M Massuda ◽  
L F G Garcia

Abstract In view of the national scenario of scarcity of material and human resources in public health in Brazil, the survey verified the demographics of doctors who attend the Unified Health System (SUS) in municipalities of extreme poverty. An observational, analytical and cross-sectional study was carried out, based on secondary quantitative data from the Department of Informatics of the SUS using the TABNET of December 2019. The care networks variable was restricted to infer the number of physicians who attend the SUS in extreme poverty municipalities in Brazil. Municipalities of extreme poverty are those that at least 20% of the population have a household income of up to 145 reais per capita monthly. In Brazil, there are 1526 municipalities in extreme poverty, 27.4% of the country's total municipalities. 14,907 doctors linked to SUS work in this condition, 3.19% of the total of these professionals in Brazil. There is still disproportion between regions: North concentrates 11.2% of the municipalities in extreme poverty and 8.61% of the total number of doctors; Northeast, with 61.33% of these municipalities, for 61.5% of doctors; Southeast, with 15.46% of the municipalities in this condition, has 20.6% of doctors; South concentrates 10.87% of the municipalities under discussion with 5.61% of doctors and the Midwest, with 4.87% of these municipalities, has 3.54% of doctors. Between 2009 and 2018, there was a 39% increase in the number of doctors in these locations, however, for 2019, there was a decrease of 3.89%. The medical demographic distribution in Brazil is uneven, especially in the North. There is also the vulnerability of this population in view of the observed reduction in the number of professionals between 2018 and 2019 in municipalities of extreme poverty, for political reasons. It is evident the need to restructure the health system to guarantee access to health for this population, through the attraction and fixation of doctors in needy regions in Brazil. Key messages Shortage of doctors in extreme poverty municipalities reinforces the health vulnerability of the population in Brazil. The uneven medical demography in Brazil requires restructuring in the public health system.


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