DIGITAL LIBRARY
USE OF GAMES AS A TEACHING METHODOLOGY: AGEING PROCESS
Sao Judas University (BRAZIL)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 10297-10302
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.2149
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
Aging is a natural, progressive and indeterminate factor, which results in anatomical and physiological changes, resulting in changes in the individual's body, leaving him more fragile and prone to illness. In this context, to provide assistance that meets the real needs of these patients, it is necessary for nursing professionals and students to identify and understand the characteristics that accompany the aging process. Thus, working on this theme through new learning methodologies, such as educational games, facilitate this process. In this way, the present work aims to report the experience of students of the Bachelor of Nursing Course of a private University in the city of São Paulo about the development of an educational game about aging. This experience is part of the university's monitoring program in gamification. Nursing students' experience describe the elaboration of a game, called “Duel 60’s”, about aging. This theme came up from a problematizing activity coordinated by the professors of the nursing course. After this moment, a group of students carried out a literature review on the elderly and aging in order to deepen their knowledge for the elaboration of the game. The game was developed using illustrated cards, with an easy-to-view layout and design, clear, objective language and based on scientific literature. After making the letters, the content and rules were validated by the nursing professors. We would like to emphasize that the game created has formed a duel, in which each player chooses one of the elderly characters available and fights against a “monster”, who is portrayed by daily situations of risk or physiological experienced by this population. There are 10 types of elderly characters with different personalities and with the most common physiological changes in the aging process. To assist the character in combat, he can use accessory cards that increase his character. An example is to use an accessory immunization card to fight the flu monster or a non-slip shoe card to fight the carpet that leads the elderly to fall. Among the monsters, we highlight some such as diabetes mellitus, flu and stumbling on the carpet. For each fight won, the player receives points, winning the one with the highest score. The aspects addressed in the contents of the game cards are intended to work on actions to promote and prevent health problems. The game allows players to understand the elderly person's daily life, as well as physiological changes in aging, comorbidities and the difficulties faced by this group of people.
Keywords:
Gamification in education, Aged, Nursing.