Development of mobile application with gamification as a teaching methodology in infectiology for medicine undergraduates

Authors

DOI:

https://doi.org/10.33448/rsd-v11i17.38923

Keywords:

Infectology; Medical education; Mobile apps.

Abstract

Health education is not static, but has undergone constant changes over the years, adjusting to new challenges and seeking to facilitate learning for new generations. During the improvement trajectory, new methodologies are incorporated. We recently went through the biggest pandemic of the century, Covid-19, which accelerated the processes and advances that unite education and technology. Problem-based learning, communication skills training, and simulation-based learning entered curricula. The objective of the study was to introduce a new method of learning in infectology, through gamification. In this project, a mobile application with gamification components was developed as an auxiliary teaching tool in infectious and parasitic diseases for undergraduate medical students. The residency test questions were selected and were distributed in: Sexually transmitted infections (N=30), General Infectology (N=101), Antimicrobials (N=33) and HIV/AIDS (N=30). During access, students answer a battery of 10 objective questions, where correct answers and speed of response to classification parameters (ranking) are measured. At the end, the correct answers are presented to the candidates. The game was registered by the National Institute of Industrial Property, with the title InfeQ (IOS AND ANDROID). It is concluded that the application called InfeQ® has usability for the demand for knowledge in the area of ​​infectology with a focus on medical residency tests and public tender.

Author Biographies

Bruno Pinheiro Aquino, Centro Universitário UNICHRISTUS

Unichristus University Center. Master's Student in Health Education Technology (Mested)

Amanda Almeida Lima , Centro Universitário UNICHRISTUS

Medicine student

Melissa Sousa Campos Nobre , Centro Universitário UNICHRISTUS

Medicine studant

Wellison Gil Maglhães de Almeida , Centro Universitário UNICHRISTUS

Medicine student

Edgar Marçal de Barros Filho, Universidade Federal do Ceará

Professor at the Federal University of Ceara and Coordinator of the Technology Center at Unichristus

References

Brasil. (2020). Lei no 13.989, de 16 de Abril de 2020. Dispõe sobre o uso da telemedicina durante a crise causada pelo coronavírus (SARS-CoV-2). https://www.in.gov.br/en/web/dou/-/lei-n-13.989-de-15-de-abril-de-2020- 252726328.

Barbosa, A. F. S., Pereira, P. N. M., Dias, J. A. F. F. & Silva, F. G. M. (2014). A New Methodology of Design and Development of Serious Games. International Journal of Computer Games Technology. 817167, 8 pages http://dx.doi.org/10.1155/2014/817167

Chiarella, T., Bivanco-Lima, D., Moura, J. C., Marques, M. C. C. & Marsiglia, R. M. G. (2015). A Pedagogia de Paulo Freire e o Processo Ensino-Aprendizagem na Educação Médica. Rev. bras. educ. med. 39 (3): 418-425; 2015. https://doi.org/10.1590/1981-52712015v39n3e02062014

Diesel, A.; Baldez, A.; & Martins, S. (2017). Os princípios das metodologias ativas de ensino: uma abordagem teórica. Revista Thema. 14(1), 268-88. http://dx.doi.org/10.15536/thema.14.2017.268-288.404

Elder quest. (2013). Community and Continuing Education, Utah Valley University. Web site. Available at: https://med.fsu.edu/geriatrics/apelderquest

Estanislau, L. J. M., Morais, A. P., Cabral, R. O., Lorena Sobrinho, J. E. & Lorena, S. B. (2019). Uso de aplicativos de tecnologia móvel na rotina de estudantes concluintes de medicina. Revista Eletrônica de Comunicação, Informação e Inovação em Saúde, 13(3), 569-577. Instituto de Comunicacao e Informacao Cientifica e Tecnologica em Saude. http://dx.doi.org/10.29397/reciis.v13i3.1632.

Freitas, V. P., de Carvalho, R. B., Gomes, M. J., Figueiredo, M. C. & Faustino-Silva, D. D. (2009). Mudança no processo ensino-aprendizagem nos cursos de graduação em odontologia com utilização de metodologias ativas de ensino e aprendizagem. Revista da Faculdade de Odontologia Universidade de Passo Fundo, 14, 163- 167.

Gavali, M. Y., Khismatrao, D. S., Gavali, Y. V., & Patil, K. B. (2017). Smartphone, the New Learning Aid amongst Medical Students. Journal of clinical and diagnostic research: JCDR, 11(5), JC05–JC08. https://doi.org/10.7860/JCDR/2017/20948.9826

Gee, J. P. (2005). Learning by Design: Good Video Games as Learning Machines. E-Learning and Digital Media, 2(1), 5–16. https://doi.org/10.2304/elea.2005.2.1.5

Graafland, M., Schraagen, J. M. & Schijven, M. P. (2012). Systematic review of serious games for medical education and surgical skills training. Br J Surg. 99(10):1322–30.

Guze P. A. (2015). Using Technology to Meet the Challenges of Medical Education. Transactions of the American Clinical and Climatological Association, 126, 260–270.

Husain, I., editor. The best medical apps released in 2014. iMedicalApps. Medical Application. (2014). Website. Available at: http://www.imedicalapps.com/

Hansen, M. M. (2008). Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature. J Med Internet Res, 10: e26.

Holanda Segundo, F. P. de, Sousa, J. B. de, & Silva, A. R. da S. e. (2022). Electronic games as learning instruments in school Physical Education. Research, Society and Development, 11(15), e179111537059. https://doi.org/10.33448/rsd-v11i15.37059

Kapp, K. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Filosofia e educação; 18(1) (Año 2013). Pfeiffer, San Francisco, CA. http://www.ucs.br/etc/revistas/index.php/conjectura/article/view/2048

Mattar, J. (2012). Games em Educação: como os nativos digitais aprendem. São Paulo, Person Prentice Hall, 2013. 17-34.

Melo, C. V. M. de, Silva, A. P. de A. da C., Alencar, C. L. F. de, Lima, J. J. B. de, Moreira, M. H. B. de A., Ribeiro, T. B., Sousa, V. L. V. R., Bione, E. C., Ximenes, W. dos S., Silva, J. A. C. da, Damacena, W. S., & Pereira, M. E. K. C. (2022). Use of serious games in Higher Education: Kahoot! in Forensic Dentistry. Research, Society and Development, 11(5), e16011527940. https://doi.org/10.33448/rsd-v11i5.27940

Neill, T. (2009). Serious games: learning for the igeneration. Development And Learning In Organizations: An International Journal, 23(4), 12-15. http://dx.doi.org/10.1108/14777280910970738.

Orrico, A. (2022). Mercado brasileiro de games já é o quarto maior do mundo e deve continuar a crescer. O Estado de São Paulo, http//www1.folha.uol.com.br/tec/1165034-mercado-brasileiro-de-games-ja-e-o-quarto-maiordo-mundo-e-deve-continuar-a-crescer.shtml

Paiva, M. R. F., Parente, J. R. F., Brandão, I. R. & Queiroz, A. H. B. (2016). Metodologias ativas de ensino-aprendizagem: revisão integrativa. Sanare, Sobral, 15(2), 145-153.

Pew Research Center. (2021). Mobile Fact Sheet. Mobile phone ownership over time. https://www.pewresearch.org/internet/fact-sheet/mobile/

Pistonoa, A., Santos, A. & Baptista, R. (2022). A qualitative analysis of frameworks for training through Serious Games. Procedia Computer Science 204 (2022) 753–759

Roman, C., Ellwanger, J., Becker, G. C., da Silveira, A. D., Machado, C. L. B., Manfroi, W. C. (2017). Metodologias ativas de ensino-aprendizagem no processo de ensino em saúde no Brasil: uma revisão narrativa. Clinical & Biomedical Research, 37(4), 349-357. http://dx.doi.org/10.4322/2357-9730.73911

Rosa, S. J. L. G., de Almeida, N. B., Sonego, L. J., Mundim, A. C. S. Mendes, J. L, Cunha, M. L. M., & Ferreira, V. C. (2021). Educação em tempos de pandemia: o contexto do ensino médico no Brasil. Itinerarius Reflectionis, vol 17, N3.

Rosenberg, B. H., Landsittel, D. & Averch, T. D. (2005). Can video games be used to predict or improve laparoscopic skills? J Endourol. 19(3):372–6.

Sawayer, B. & Smith, P. (2008). Serious games taxonomy. Paper presented at the serious games summit at the game developers conference, San Francisco, May 8-9, 2008, USA, 23-27. www.gamesforhealth.org

Veem, W. & Vrakking, B. (2009). Homo Zappiens: Educando na era digital. ISBN: 9788536316864. Capítulo: Aprendendo de maneira divertidaPag 73-89. Porto Alegre: Artmed.

Zapalska, A., Brozik, D. & Rudd, D. (2012). Development of Active Learning With Simulations and Games. US-China Education Review A 2 (2012) 164-169

Werbach, K. & Hunter, D. (2012). For the win: how game thinking can revolutionize your business. Philadelphia: Wharton Digital Press. SBN-10: ‎1613630239

Werbach, K. (2014). (Re) defining gamification: A process approach. In International Conference on Persuasive Technology (pp. 266-272). Springer International Publishing.

Published

21/12/2022

How to Cite

AQUINO, B. P.; LIMA , A. A. .; NOBRE , M. S. C. .; ALMEIDA , W. G. M. de .; BARROS FILHO, E. M. de .; MEDEIROS, M. S. . Development of mobile application with gamification as a teaching methodology in infectiology for medicine undergraduates. Research, Society and Development, [S. l.], v. 11, n. 17, p. e81111738923, 2022. DOI: 10.33448/rsd-v11i17.38923. Disponível em: https://rsdjournal.org/index.php/rsd/article/view/38923. Acesso em: 29 apr. 2024.

Issue

Section

Teaching and Education Sciences