USE OF GAMIFICATION IN TEACHING-LEARNING PROCESS ABOUT PUBLIC HEALTH PROBLEMS WITH ADOLESCENTS
AN EXPERIENCE REPORT
DOI:
https://doi.org/10.21680/2178-6054.2022v13n1ID28321Abstract
Recent studies highlight the importance of active methodologies to strengthen basic education, especially when analysing the inseparability between education and health in adolescent development. This study sought to report the use of gamification as an innovative resource in the teaching-learning process of major health problems. This is an experiential report from the perspective of extensionists, based on the use of gamification in an action of the FAASPE project in the municipality of Areia Branca/RN, aiming to identify benefits in the acquisition of knowledge about diseases in public health. Gamification proved to be positive in building anatomical and pathophysiological knowledge and risk factors of the diseases addressed, solidifying the Permanent Health Education with young people and increasing autonomy for self-care in adolescence through active student participation.
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