Abstract

This article aims to perform an integrative review on publications that discuss the use of serious games focused on education of children's oral hygiene and a search for available apps with this same purpose. An integrative peer review was conducted in the databases IBECS, LILACS, SCIENCE DIRECT, SciELO, PUBMED, SCOPUS, MEDLINE and Scholar Google, from January to November of 2017 and in parallel a search of available applications on the Android® platform, and websites of computer science, such as the IEEE Xplore. In the integrative review, 12 articles were selected that fulfilled the inclusion criteria. In searches on websites, 11 games were classified as serious games aimed for oral hygiene. A total of 284 apps were identified at Play Store®, with predominance for interventionist activity in dental offices, with pain, dental cavity and trauma being the main plots. Few applications focused on oral hygiene education are available. As for intended audience, there is the prevalence of children's public. Despite the scarcity of publications on the subject, exploring technological resources as educational options for children's oral hygiene indicate an area of knowledge with academic potential and possible applications for public health.

Highlights

  • Resumo O objetivo deste artigo é realizar uma revisão integrativa sobre as publicações que abordam o uso de serious games voltados para educação em higiene bucal infantil e uma busca dos aplicativos disponíveis com esse mesmo fim

  • This article aims to perform an integrative review on publications that discuss the use of serious games focused on education of children’s oral hygiene and a search for available apps with this same purpose

  • An integrative peer review was conducted in the databases IBECS, LILACS, SCIENCE DIRECT, SciELO, PUBMED, SCOPUS, MEDLINE and Scholar Google, from January to November of 2017 and in parallel a search of available applications on the Android® platform, and websites of computer science, such as the IEEE Xplore

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Summary

Características dos estudos sobre serious games

Observou-se que cinco estudos, sendo eles quatro artigos e uma dissertação, foram realizados por uma equipe de pesquisadores e alinhavam-se como uma cadeia sequencial. Esses estudos foram elaborados em cadeia tendo como objetivo o desenvolvimento de um serious game. Um artigo versou sobre uma revisão sistemática, na qual percebeu-se a carência de jogos com abordagem voltada para saúde bucal de bebês. Outro trouxe ao público o tipo de abordagem que foi utilizada para o desenvolvimento do jogo. Produto apresentado foi o jogo “Uma aventura na floresta da Dentolândia”, cuja metodologia de desenvolvimento foi baseada na Abordagem de Comunicão (AC) junto ao público-alvo. Os dados foram analisados e apresentaram como resultados: “[...] 87% das mães que jogaram aprenderam algum conhecimento novo e 53% conseguiram ganhar (concluir com êxito) o jogo”[18].

Endereço eletrônico
Autores Ano
Mães e bebês
Busca de aplicativos em sítios eletrônicos específicos e na Play Store
Considerações finais
Full Text
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