HOW TO PREVENT ME: A SERIOUS GAME BASED ON LEARNING ABOUT SAFE SEXUAL PRACTICE AND CONTRACEPTION
University of São Paulo (BRAZIL)
About this paper:
Conference name: 13th International Technology, Education and Development Conference
Dates: 11-13 March, 2019
Location: Valencia, Spain
Abstract:
Introduction:
Adolescence is of great importance in public health, since it is at this stage that sexual practices are initiated, inserting adolescents in a context of vulnerabilities, regarding sexually transmitted infections, unplanned pregnancy and abortion. Many studies relate the use of electronic games with greater ease of learning, development of affective, cognitive and motor skills and facilitation of socialization. With this, education has also been used the technologies for social benefit and it is indissociable the relationship technology and adolescents. It is believed that the use of a digital educational technology about contraception can be a dynamic and interactive way for adolescents to problematize such an issue, articulated to their life context.
Objectives:
This study aims to report the development of a serious game about safe sexual practices and contraception among adolescents.
Methods:
Participatory design was used for the development and eight high school students from a public school in the city of São Paulo participated in the research.
Results:
The game How To Prevent Me was developed, it presents a simulated environment of places that the participants indicated as important for the theme, where avatars will go through the scenes in search of fun, represented by the mall, ballad, ice cream shop and others, besides search for knowledge, found in schools and health posts. The game addresses the following points: sexual practice, contraceptive methods, pregnancy, sexually transmitted infections.
Conclusions:
It is believed that the game has the potential to be an important resource to be used for the benefit of public health. It will go through the validation and evaluation phases by the professionals and the target audience, in order to make possible implementations. Thus, it will be available for free download on mobile devices with Android and iOS operating systems.Keywords:
Educational technology, Adolescent health, Health education, Video games.