Programa de Pós-graduação em Ensino na Saúde
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Navegando Programa de Pós-graduação em Ensino na Saúde por Assunto "Aplicativos móveis"
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Item Uso de um aplicativo móvel como suporte ao ensino de arboviroses(Universidade Federal de Goiás, 2019-05-06) Oliveira, Hugo Miranda de; Garcíazapata, Marco Tulio Antonio; http://lattes.cnpq.br/3672512339058369; Naghettini, Alessandra Vitorino; http://lattes.cnpq.br/2496399309339551; Naghettini, Alessandra Vitorino; Pereira, Edna Regina Silva; Oliveira, Ana Maria de; Martins, Cleusa Alves; Pacheco, Priscila Ribeiro GuimarãesM-learning (mobile learning) is a new technology that narrows paths in the technological world of teaching and learning. The greatest benefit of this methodology is to make education via mobile devices viable. The present study aims at the development and use of a mobile educational application on arboviruses as a support for medical students. A priori, an integrative review was created and conducted aiming to review the literature on teaching applications in health education and in the use of m-learning in higher education. From this, 26 articles were obtained in the eligibility process, highlighting that 96.2% (25) were published in international journals and 3.8% (01) in a national journal in 2016. The dissertation brings a quantitative research in the mode of technological production. Application development comprised three phases: Phase I - survey of needs and requirements. Phase II - represented by the architecture, used for development. Phase III - pilot study with (n = 10) students. Data collection was carried out in two stages and three questionnaires were used as the first demographic, the second based on the ARCS model on attention, relevance, confidence and satisfaction on the teaching application, Instructional Materials Motivational Scale questionnaire (IMMS ) and the third, a structured questionnaire of cognitive evaluation of content assimilation. For the descriptive analysis, the Statistical Package for the Social Sciences (SPSS) version 24.0 was used. The application has been developed and made available for use by students on the android platform. The chronbach's alpha was calculated on the dimensions of attention, relevance, confidence and satisfaction, indicating that the overall reliability of all dimensions of the Instructional Materials Motivational Scale (IMMS) questionnaire was 0.91. The results showed that the application has good usability, was a product that satisfied the students and promoted the motivation from the students' perception. As for the content assimilation questionnaire, 7 of the 10 students who answered answered all the clinical cases.Item Aplicativo BIM: promoção do autocuidado na doença renal crônica infantojuvenil(Universidade Federal de Goiás, 2017-12-11) Santana, Cristina Célia de Almeida Pereira; Costa, Renata Mazaro e; http://lattes.cnpq.br/5625298314637434; Naghettini, Alessandra Vitorino; http://lattes.cnpq.br/2496399309339551; Naghettini, Alessandra Vitorino; Martins, Cleusa Alves; Barreto, Gilson Oliveira; Costa , Renata Mazaro e; Costa, Nilce Maria da Silva CamposThis work describes the development and use of a serious game aimed at children and adolescents with Chronic Kidney Disease (CKD). It aimed to contribute to the promotion of self-care in this population. This is a descriptive and exploratory field research, with a qualitative approach, associated with a mode of technological production of an experimental nature. It comprised two phases: the development of the app and its use. The using process was performed in two units, for child and youth dialysis, located in Goiânia-Goiás. The sample had eight patients, their relatives and a care team. The collection of data was in three steps and were used as instruments: document analysis, interview and observation. In the intervention stage, the game was made available to patients for sixty days, forty minutes a day, during their hemodialysis sessions. For analysis of the data, it was opted for the method of Content Analysis through the modality thematic analysis with the aid the software ATLAS. 7.5.1. The data allowed defining the following categories: Motivation, Perception of the clinical condition of the character, Perception of care, Potentiality for the learning and Impact of the game on self-care. The analysis indicated that the game generated motivation due to its simple interface and easy operation. The self-identification with the clinical condition of the character allowed children to exercise care and reflect about inherent conditioning of the CKD, but has no proof on the impact of the game in the promotion of self-care. Factors such as age and family habits were considered difficulties. Although the study has demonstrated that the app is a feasible tool for the teaching process, it is believed that it is necessary to develop new resources in the game and to carry out new interventions, with the participation of the family and the assistance team, to strengthen self-care actions in this population.