JOGOS SÉRIOS DIGITAIS UTILIZADOS NO ENSINO-APRENDIZAGEM NA ÁREA DA SAÚDE: UMA REVISÃO INTEGRATIVA DA LITERATURA
Palabras clave:
Estudiantes. Educación. Videojuegos, Serious games digitales. Salud.Resumen
Resumen
Objetivo: Analizar, a través de una síntesis de la literatura, la efectividad de los juegos serios digitales en la enseñanza-aprendizaje en el área de la salud. Métodos: Revisión integrativa en las bases de datos PubMed, BVS, PsycInfo, ERIC y Google académico, de estudios publicados en portugués, inglés y español entre 2016 y 2020. La calidad de los estudios fue evaluada con el Medical Education Instrumento de Calidad de los Estudios de Investigación (MERSQI). Resultados: se incluyeron 21 estudios. La mayoría de los estudios fueron de alta calidad cuando se analizaron mediante MERSQI. El país de origen más frecuente de los estudios seleccionados fue Brasil con 5 artículos (23,7%). El número total de participantes en los 21 estudios fue de 2.155, con mayor frecuencia de profesionales médicos. El número de participantes fue inferior a 100 en 11 estudios, entre 101 y 200 en ocho y más de 200 en dos. El objetivo más frecuente de los estudios fue evaluar la efectividad de los juegos serios en el aprendizaje y su retención, em comparación con las metodologías tradicionales. Entre los beneficios del uso de los juegos serios se observó mayor satisfacción, motivación e envolvimiento, mejora en el cuidado y en la aprendizaje cognitivo y retención de contenidos, así como una mayor confianza en la aplicación de los conocimientos en la práctica. Conclusión: La mayoría de los estudios han demostrado que los juegos digitales serios son efectivos para mejorar la enseñanza y el aprendizaje en el área de la salud.
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