JOGOS SÉRIOS DIGITAIS UTILIZADOS NO ENSINO-APRENDIZAGEM NA ÁREA DA SAÚDE: UMA REVISÃO INTEGRATIVA DA LITERATURA

Authors

Keywords:

Estudantes, Educação, Jogos de vídeo, Jogos sérios digitais, Saúde.

Abstract

Abstract

Objective: To analyze, through a literature synthesis, the effectiveness of digital serious games in teaching-learning in the health area. Methods: Integrative review with search in PubMed, BVS, PsycInfo, ERIC and Google scholar databases, of studies published in Portuguese, English and Spanish between 2016 and 2020. The quality of the studies was assessed with the Medical Education Research Study Quality Instrument (MERSQI). Results: 21 studies were included. Most of them had high quality, when analyzed with the MERSQI. The most frequent country of origin of the selected studies was Brazil with 5 articles (23.7%). The total number of participants in the 21 studies was 2,155, with a higher frequency of medical professionals. The number of participants was less than 100 in 11 studies, between 101 and 200 in eight and more than 200 in two. The most frequent objective of the studies was to evaluate the serious games effectiveness on learning and its retention, when compared to traditional methodologies. Among the benefits found of using serious games, it was shown a greater satisfaction, motivation, and involvement and the improvement in caring, cognitive learning, and retention of content, as well as greater confidence in the application of knowledge in practice. Conclusion: Most studies showed that serious games are effective in improving teaching and learning in the health area.

References

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Published

2026-04-22

How to Cite

MARCOS, L., Nicoletti PURICELLI, M. A., & GROSSEMAN, S. (2026). JOGOS SÉRIOS DIGITAIS UTILIZADOS NO ENSINO-APRENDIZAGEM NA ÁREA DA SAÚDE: UMA REVISÃO INTEGRATIVA DA LITERATURA. Revista Hórus, 21(1). Retrieved from https://estacio.periodicoscientificos.com.br/index.php/revistahorus/article/view/1669

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