DIGITAL LIBRARY
THE EFFICIENCY OF USING GAMES IN THE TEACHING AND LEARNING PROCESS ABOUT BURN VICTIMS
São Judas University (BRAZIL)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 6534-6539
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.1542
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
To facilitate the teaching-learning process, the practice of active methodologies was added, capable of bringing another type of approach related to the content that is taught in the classroom. In this context, the use of recreational games such as board games, cards and virtual games have contributed significantly to student learning. This teaching methodology stimulates reasoning in a more spontaneous way, enabling resolution and planning of actions within the problems encountered, in addition to promoting communication and suppressing difficulties with the topic that was addressed. In health courses, it is common to have topics that are difficult for students to learn. One of the topics addressed in the undergraduate nursing course, which many students have difficulties in understanding, is related to care for people who are victims of burns. The first actions to be carried out are essential for a better prognosis of this victim. Faced with this problem and with the intention of facilitating the learning process, this study aims to verify the effectiveness of using a playful game in the teachinglearning process of university students about Nursing Care for burn victims. It is a field study, descriptive and with a quantitative approach. The research was carried out in 2021 with undergraduate nursing students, after signing the free and informed consent form. Twenty students participated in the study who were submitted to a pre-class questionnaire, later ten of these students answered a post-class questionnaire and the rest of the students were invited to participate in the game and answer the questionnaire after its application. The “Queima Quiz” was developed through the Seppo website, where players individually solve nine questions related to burns. Based on the data obtained, we could observe a better performance in students who participated in the game compared to students who did not participate, emphasizing the importance of the active methodology in the classroom.
Keywords:
Experimental games, Burns, Nursing.