Jéssica David Dias
University of São Paulo
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Revista Latino-americana De Enfermagem | 2016
Jéssica David Dias; Marcelo Shinyu Mekaro; Jennifer Kaon Cheng Lu; Joice Lee Otsuka; Luciana Mara Monti Fonseca; Silvia Helena Zem-Mascarenhas
Objetivos: desenvolver e avaliar um serious game (Jogo serio) sobre alimentacao saudavel e exercicio fisico para promocao da saude e auxilio ao enfrentamento da obesidade infantil. Metodo: estudo descritivo, aplicado e metodologico. Para o desenvolvimento do jogo, foram percorridas as seguintes etapas: conceituacao, pre-producao com desenvolvimento da documentacao do jogo, prototipagem, producao e avaliacao de especialistas de computacao e saude. Resultados: desenvolveu-se um prototipo ate a versao beta. O jogo foi avaliado positivamente tanto em relacao a jogabilidade e mecânica, quanto em relacao ao conteudo apresentado, destacando-se como uma estrategia potente para a promocao de saude. As informacoes oriundas da fase de avaliacao serviram de subsidio para adequacoes no software com a finalidade de disponibiliza-lo futuramente a populacao alvo da pesquisa. O grande diferencial do jogo proposto e o fato do mesmo ser um recurso educacional aberto. Conclusoes: as avaliacoes com especialistas demonstraram que o jogo tem grande potencial educacional e considerado adequado para a aplicacao futura com o publico-alvo. O serious game pode ser um recurso didatico tecnologico acessivel para uso em escolas e unidades de saude, alem de poder ser reutilizado para a producao de outros jogos educacionais atraves do acesso de seu codigo fonte.ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code.
REME: Revista Mineira de Enfermagem | 2014
Jéssica David Dias; Karen Sayuri Mekaro; Chris Mayara dos Santos Tibes; Silvia Helena Zem-Mascarenhas
This study aimed to verify the understanding of nurses from basic and hospital care units about patient safety and medication errors, as well as identifying the behavior and strategies used in the occurrence of medication errors. It is a qualitative, exploratory, and descriptive research. The sample consisted of 20 nurses from Sao Paulo state. The theoretical reference of thematic analysis was used for data analysis. There was a good understanding of the concept of patient safety and the participants identified that the nurse has a fundamental role in the propagation of safety. An absence of uniformity about the understanding of medication errors was observed among nurses. The main factors identified as contributing to the occurrence of errors were work overload and lack of attention. Employee orientation was the most reported conduct to deal with medication errors. Capacitation and trainings emerged as the most used strategies for improving medication safety. It was noted that there is concern about patient safety; however, a culture of punishment regarding medication errors is still present.This study aimed to verify the understanding of nurses from basic and hospital care units about patient safety and medication errors, as well as identifying the behavior and strategies used in the occurrence of medication errors. It is a qualitative, exploratory, and descriptive research. The sample consisted of 20 nurses from São Paulo state. The theoretical reference of thematic analysis was used for data analysis. There was a good understanding of the concept of patient safety and the participants identified that the nurse has a fundamental role in the propagation of safety. An absence of uniformity about the understanding of medication errors was observed among nurses. The main factors identified as contributing to the occurrence of errors were work overload and lack of attention. Employee orientation was the most reported conduct to deal with medication errors. Capacitation and trainings emerged as the most used strategies for improving medication safety. It was noted that there is concern about patient safety; however, a culture of punishment regarding medication errors is still present.
REME: Revista Mineira de Enfermagem | 2014
Chris Mayara dos Santos Tibes; Jéssica David Dias; Silvia Helena Zem-Mascarenhas
The popularization of smartphones has been considered by many the technological revolution of greatest impact in recent years. Considered a pocket computer with access to millions of applications, its main feature is the breaking of the limitations of mobility, following its user 24 hours a day, anywhere. This quality is essential to assisting in healthcare activities, since these professionals constantly move around within the institutions in which they work. This study aimed to identify prior research developed in Brazil which involved mobile technology applied to healthcare. The methodology used in this study was an integrative literature review. The final sample included 27 articles. Analysis of results showed that the most commonly addressed theme in the production of mobile applications for the healthcare field was support for healthcare professionals. Analyzing the focus of mobile applications, it could be found that the category of interdisciplinarity was the most benefited by research in mobile technology. The review concluded that it is of great importance to develop mobile applications linked to scientific research on healthcare, since their content will be analyzed and tested by professionals who know the final users’ real needs.
Texto & Contexto Enfermagem | 2017
Jéssica David Dias; Chris Mayara dos Santos Tibes; Luciana Mara Monti Fonseca; Silvia Helena Zem-Mascarenhas
Objetivo: identificar estudios cientificos en la literatura cientifica que utilizan el serious game como estrategia en la prevencion y/o tratamiento de la obesidad infantil. Metodo: una revision integradora. La busqueda en las bases de datos resulto en 466 estudios y se eligieron 17 trabajos para analisis. Resultados: la utilizacion de serious games para la promocion de la salud puede impactar positivamente en la salud de los ninos y ninas, asi como promover el cambio de comportamientos y estimular habitos saludables. Conclusion: el uso de serious games puede ser una estrategia potente para la educacion en salud de ninos y ninas. Considerando la utilizacion de tecnologias por el publico infantil, se cree en el potencial de esos recursos para cambiar comportamientos de esa poblacion.Objetivo: identificar estudios cientificos en la literatura cientifica que utilizan el serious game como estrategia en la prevencion y/o tratamiento de la obesidad infantil. Metodo: una revision integradora. La busqueda en las bases de datos resulto en 466 estudios y se eligieron 17 trabajos para analisis. Resultados: la utilizacion de serious games para la promocion de la salud puede impactar positivamente en la salud de los ninos y ninas, asi como promover el cambio de comportamientos y estimular habitos saludables. Conclusion: el uso de serious games puede ser una estrategia potente para la educacion en salud de ninos y ninas. Considerando la utilizacion de tecnologias por el publico infantil, se cree en el potencial de esos recursos para cambiar comportamientos de esa poblacion.
Revista de Enfermagem da UFPI | 2018
Aline Natalia Domingues; Chis Mayara dos Tibes; Jéssica David Dias; Ursula Marcondes Westin; Silvia Helena Zem-Mascarenhas; Luciana Mara Monti Fonseca
Objetivo: relatar a experiencia da utilizacao de uma simulacao virtual por computador no ensino de seguranca do paciente para alunos de graduacao em enfermagem. Metodo: trata-se de um estudo descritivo, tipo relato de experiencia, a partir de uma atividade pratica de simulacao por computador.A atividade ocorreu em duas etapas com a coordenacao de quatro tutores. Na primeira etapa foi ministrado uma palestra sobre o tema “seguranca do paciente” e na segunda houve a aplicacao de uma atividade pratica de simulacao virtual por computador atraves do serious game “Cuidando Bem”. Ao final, 11 alunos participaram da atividade integralmente. Resultados: recursos tecnologicos aliados a educacao na area da saude tem se mostrado bastante eficientes. Ha maior motivacao por conta das vantagens graficas desse tipo de recurso e pode ser visto como um dos atrativos que fazem com que os usuarios fixem melhor o conteudo proposto. Conclusao: a insercao do serious game na disciplina demonstrou ser uma forma atual e inovadora do uso de Tecnologias de Informacao e Comunicacao dentro do processo de ensino e de aprendizagem em tempo real, atendendo as expectativas dos estudantes e trazendo uma interacao rapida e eficaz dos discentes com a simulacao proposta.
Revista Latino-americana De Enfermagem | 2018
Jéssica David Dias; Aline Natalia Domingues; Chris Mayara Tibes; Silvia Helena Zem-Mascarenhas; Luciana Mara Monti Fonseca
1 Apoyo financiero de lo Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq), Proceso no140217/2016-9, Brasil. 2 Estudiante de doctorado, Escola de Enfermagem de Ribeirão Preto, Universidade de São Paulo, Centro Colaborador de la OPS/OMS para el Desarrollo de la Investigación en Enfermería, Ribeirão Preto, SP, Brasil. 3 PhD, Profesor Asociado, Departamento de Enfermagem, Universidade Federal de São Carlos, São Carlos, SP, Brasil. 4 PhD, Profesor Asociado, Escola de Enfermagem de Ribeirão Preto, Universidade de São Paulo, Centro Colaborador de la OPS/OMS para el Desarrollo de la Investigación en Enfermería, Ribeirão Preto, SP, Brasil. Serious games como estrategia educativa para control de la obesidad infantil: revisión sistemática de la literatura1ABSTRACT Objectives: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obese children. Method: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature. The descriptors were video games and obesity, while the key word was serious games. Inclusion criteria were: studies classified as Randomized Clinical Trials written in English, Spanish or Portuguese and in which children were the subjects of the study. Results: 2,722 studies were identified in the initial search and six studies remained in the final sample. The papers focused on encouraging behavioral changes in players, including physical exercise and improved eating habits. The studies report that serious games are a potential strategy to encourage positive coping with childhood obesity. Conclusion: research in this field is an expanding and promising strategy and serious games represent an alternative means to provide health education to children.
Texto & Contexto Enfermagem | 2017
Jéssica David Dias; Chris Mayara dos Santos Tibes; Luciana Mara Monti Fonseca; Silvia Helena Zem-Mascarenhas
Objetivo: identificar estudios cientificos en la literatura cientifica que utilizan el serious game como estrategia en la prevencion y/o tratamiento de la obesidad infantil. Metodo: una revision integradora. La busqueda en las bases de datos resulto en 466 estudios y se eligieron 17 trabajos para analisis. Resultados: la utilizacion de serious games para la promocion de la salud puede impactar positivamente en la salud de los ninos y ninas, asi como promover el cambio de comportamientos y estimular habitos saludables. Conclusion: el uso de serious games puede ser una estrategia potente para la educacion en salud de ninos y ninas. Considerando la utilizacion de tecnologias por el publico infantil, se cree en el potencial de esos recursos para cambiar comportamientos de esa poblacion.Objetivo: identificar estudios cientificos en la literatura cientifica que utilizan el serious game como estrategia en la prevencion y/o tratamiento de la obesidad infantil. Metodo: una revision integradora. La busqueda en las bases de datos resulto en 466 estudios y se eligieron 17 trabajos para analisis. Resultados: la utilizacion de serious games para la promocion de la salud puede impactar positivamente en la salud de los ninos y ninas, asi como promover el cambio de comportamientos y estimular habitos saludables. Conclusion: el uso de serious games puede ser una estrategia potente para la educacion en salud de ninos y ninas. Considerando la utilizacion de tecnologias por el publico infantil, se cree en el potencial de esos recursos para cambiar comportamientos de esa poblacion.
Texto & Contexto Enfermagem | 2017
Jéssica David Dias; Chris Mayara dos Santos Tibes; Luciana Mara Monti Fonseca; Silvia Helena Zem-Mascarenhas
Objetivo: identificar estudios cientificos en la literatura cientifica que utilizan el serious game como estrategia en la prevencion y/o tratamiento de la obesidad infantil. Metodo: una revision integradora. La busqueda en las bases de datos resulto en 466 estudios y se eligieron 17 trabajos para analisis. Resultados: la utilizacion de serious games para la promocion de la salud puede impactar positivamente en la salud de los ninos y ninas, asi como promover el cambio de comportamientos y estimular habitos saludables. Conclusion: el uso de serious games puede ser una estrategia potente para la educacion en salud de ninos y ninas. Considerando la utilizacion de tecnologias por el publico infantil, se cree en el potencial de esos recursos para cambiar comportamientos de esa poblacion.Objetivo: identificar estudios cientificos en la literatura cientifica que utilizan el serious game como estrategia en la prevencion y/o tratamiento de la obesidad infantil. Metodo: una revision integradora. La busqueda en las bases de datos resulto en 466 estudios y se eligieron 17 trabajos para analisis. Resultados: la utilizacion de serious games para la promocion de la salud puede impactar positivamente en la salud de los ninos y ninas, asi como promover el cambio de comportamientos y estimular habitos saludables. Conclusion: el uso de serious games puede ser una estrategia potente para la educacion en salud de ninos y ninas. Considerando la utilizacion de tecnologias por el publico infantil, se cree en el potencial de esos recursos para cambiar comportamientos de esa poblacion.
Journal of Nursing Ufpe Online | 2017
Chris Mayara Tibes; Jéssica David Dias; Ursula Marcondes Westin; Aline Natalia Domingues; Silvia Helena Zem-Mascarenhas; Yolanda Dora Martinez Évora
Objective: to develop educational resources using the WebQuest methodology to aid in the teaching and learning process of students and Nursing professionals. Method: this is an applied research for the development of digital educational resources that use the WebQuest methodology. The thematic areas addressed were: child health, adult safety, and health service management. Results: as a result of this research, four online courses that use the WebQuest methodology for their application were obtained. Each thematic axis was analyzed to identify the themes to be addressed. So, the topics were: prevention of childhood obesity, prevention of pressure ulcers, prevention of errors related to medication and systematization of Nursing care. Conclusion: in the evaluation of clarity and pertinence, the courses and contents developed were considered adequate. However, in order for the developed WebQuest to be widely available, there is still a need for further evaluation of its technical quality and usability. Descriptors: Nursing; Nursing Education; Continuing Education; Higher Education; Educational Technology. RESUMO Objetivo: desenvolver recursos educacionais utilizando a metodologia WebQuest para auxiliar no processo de ensino e aprendizagem de estudantes e profissionais de Enfermagem. Método: trata-se de uma pesquisa aplicada para o desenvolvimento de recursos educacionais digitais que utilizem a metodologia WebQuest. Os eixos temáticos abordados foram: saúde da criança, segurança do adulto e gerenciamento de serviços de saúde. Resultados: como resultado desta pesquisa, obteve-se quatro cursos online que utilizam a metodologia WebQuest para sua aplicação. Cada eixo temático foi analisado para identificar os temas a serem abordados, assim os temas foram: prevenção de obesidade infantil, prevenção de úlceras por pressão, prevenção de erros relacionados à medicação e sistematização da assistência de Enfermagem. Conclusão: na avaliação de clareza e pertinência os cursos e conteúdos desenvolvidos foram considerados adequados. Entretanto, para que as WebQuest desenvolvidas sejam amplamente disponibilizadas, ainda é necessário que haja mais avaliações quanto à sua qualidade técnica e usabilidade. Descritores: Enfermagem; Educação em Enfermagem; Educação Continuada; Educação Superior; Tecnologia Educacional. RESUMEN Objetivo: desarrollar recursos educativos utilizando la metodología de WebQuest para el proceso de enseñanza de aprendizaje de los estudiantes y profesionales de enfermería. Método: se trata de una investigación aplicada para el desarrollo de recursos educativos digitales que utilizan la metodología de la WebQuest. Los principales temas tratados fueron: salud del niño, seguridad del adulto y gestión de servicios de salud. Resultados: como resultado de esta investigación, se obtuvieron cuatro cursos en línea que utilizaron la metodología WebQuest para su aplicación. Cada eje temático fue analizado para identificar los temas a cubrir. Por lo que, los temas fueron: prevención de la obesidad infantil, prevención de úlceras por presión, prevención de errores relacionados con la medicación y la sistematización de cuidados de enfermería. Conclusión: la evaluación de la claridad y pertinencia de los cursos y contenidos desarrollados fueron considerados adecuadas. Sin embargo, para que las WebQuest desarrolladas sean ampliamente disponibles, todavía es necesario haber más evaluaciones sobre su calidad técnica y utilización.Descriptores: Enfermería; Educación en Enfermería; Educacion Continua; Educación Superior; Tecnología Educacional. Nurse, PhD Student in Fundamental Nursing, University of São Paulo, School of Nursing of Ribeirão Preto/EERP/USP. Ribeirão Preto (SP), Brazil. E-mail: [email protected]; Nurse, PhD student in Public Health Nursing, University of São Paulo, School of Nursing of Ribeirão Preto/EERP/USP. Ribeirão Preto (SP), Brazil. E-mail: [email protected]; Nurse, Professor, PhD student in Fundamental Nursing, University of São Paulo, School of Nursing of Ribeirão Preto/EERP/USP. Ribeirão Preto (SP), Brazil. E-mail: [email protected]; Nurse, Master Student in Health Sciences, Federal University of São Carlos/UFSCar. São Carlos (SP), Brazil. E-mail: [email protected]; Nurse, Master Student in Health Sciences, Federal University of São Carlos/UFSCar. São Carlos (SP), Brazil. E-mail: [email protected]; Nurse, Professor, University of São Paulo, School of Nursing of Ribeirão Preto/EERP/USP. Ribeirão Preto (SP), Brazil. E-mail: [email protected] ORIGINAL ARTICLE Tibes CM, Dias JD, Westin UM et al. Development of digital educational resources... English/Portuguese J Nurs UFPE on line., Recife, 11(Suppl. 3):1326-34, Mar, 2017 1327 ISSN: 1981-8963 DOI: 10.5205/reuol.10263-91568-1-RV.1103sup201702 The growing accumulation of knowledge has boosted education to a fragmented, highly specialized formation and seeking technical efficiency. However, the transformations of a contemporary society have put in perspective the aspects related to professional training, such as the inseparability between theory and practice, the need for an integral vision and a broader conception of care. Faced with the gaps in university education, in responding to these social demands, there is an urgent need for changes in the education of health professionals, as well as new ways of working on knowledge. Such a demand gives rise to a growing tendency to seek more innovative teaching methods that allow a critical, reflexive and transformative pedagogical practice, beyond the limits of purely technical training, to effectively achieve the care and apprehension of what one wants to teach. In order to respond to the constant changes in society, more and more students and nursing professionals are being asked to demonstrate new skills, in addition to those required for daily professional activities. In this sense, professional education can help to promote the development of new Nursing practices and the implementation of new resources provided by the technologies. Initiatives to use technology for the teaching of students and health professionals are increasingly being incorporated and considered important to dynamize teaching, develop active learning projects and skills of future nurses. In addition, these technological resources represent immediate access to content and information available in virtual electronic environments, as well as, student greater autonomy and responsibilities are delegated to the student. Thus, in this research, we chose to use the Webquest methodology, because it is an activity based on guided research practice, developed through a problem or challenge, requiring higher levels of thinking, critical sense, analytical capacity, problem solving, and creativity. The information for solving this challenge/problem is available on the web and students will analyze and reflect on them, and in consensus, find the solution. In this scope, this research proposed to develop educational resources using the WebQuest methodology to assist in the teaching and learning process of students and nursing professionals. The thematic axes chosen to be addressed were: child health, adult safety, and health service management. Applied research for the development of digital educational resources that use the WebQuest methodology. Applied research refers to the elaboration of new products or improvement of existing ones, supplying the need for a place to solve a specific problem, ie, uses the knowledge generated by basic research for the practical application with products, against an existing and known demand. Educational resources were developed at two public universities in the interior of the State of São Paulo. To reach the objectives of this study, some thematic axes were chosen to be addressed: child health, adult safety and health services management. These axes were chosen because they are extremely important for the formation of a Nursing professional and because it is possible to work with students of different stages/years of the Nursing course. Within each axis, a theme was selected to be worked on educational resources. They are: Child health: prevention of childhood
Revista Latino-americana De Enfermagem | 2016
Jéssica David Dias; Marcelo Shinyu Mekaro; Jennifer Kaon Cheng Lu; Joice Lee Otsuka; Luciana Mara Monti Fonseca; Silvia Helena Zem-Mascarenhas
Objetivos: desenvolver e avaliar um serious game (Jogo serio) sobre alimentacao saudavel e exercicio fisico para promocao da saude e auxilio ao enfrentamento da obesidade infantil. Metodo: estudo descritivo, aplicado e metodologico. Para o desenvolvimento do jogo, foram percorridas as seguintes etapas: conceituacao, pre-producao com desenvolvimento da documentacao do jogo, prototipagem, producao e avaliacao de especialistas de computacao e saude. Resultados: desenvolveu-se um prototipo ate a versao beta. O jogo foi avaliado positivamente tanto em relacao a jogabilidade e mecânica, quanto em relacao ao conteudo apresentado, destacando-se como uma estrategia potente para a promocao de saude. As informacoes oriundas da fase de avaliacao serviram de subsidio para adequacoes no software com a finalidade de disponibiliza-lo futuramente a populacao alvo da pesquisa. O grande diferencial do jogo proposto e o fato do mesmo ser um recurso educacional aberto. Conclusoes: as avaliacoes com especialistas demonstraram que o jogo tem grande potencial educacional e considerado adequado para a aplicacao futura com o publico-alvo. O serious game pode ser um recurso didatico tecnologico acessivel para uso em escolas e unidades de saude, alem de poder ser reutilizado para a producao de outros jogos educacionais atraves do acesso de seu codigo fonte.ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code.