The aim of this study is to develop a prototype of a game that contributes to health education about Bullying and Cyberbullying among adolescents in the school environment. Technological production research based on design thinking, developed in four stages: 1. Analysis of the data of the bullying questionnaire; 2. Systematic literature review; 3. Search for apps or games available with similar theme in the Goo...
Introduction:Gamification can be used as a strategy to prevent childhood accidents, as it can positively influence changes in the behavior of children and adolescents. Objective:To identify evidence on the use of educational games as a strategy for preventing childhood accidents. Methods: Searches were performed at the LILACS, BDENF and MEDLINE databases, using DeCS descriptors. Articles available and published...
Introduction: Gamification can be used as a strategy to prevent childhood accidents, as it can positively influence changes in the behavior of children and adolescents. Objective: To identify evidence on the use of educational games as a strategy for preventing childhood accidents. Methods: Searches were performed at the LILACS, BDENF and MEDLINE databases, using DeCS descriptors. Articles available and publish...