Serious Games como ferramentas de educação alimentar e nutricional: uma revisão sistemática
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Os serious games despontam como ferramentas de ensino que são jogos com um propósito para além do entretenimento, tendo como objetivo a melhoraria de algum aspecto do processo de ensino-aprendizagem. Frente a alta prevalência de doenças crônicas não transmissíveis na população brasileira, o objetivo do presente estudo foi avaliar, por meio de uma revisão sistemática da literatura, o potencial dos serious games como instrumento de Educação Alimentar e Nutricional. Para tanto, buscou-se nas bases de dados PubMed, Biblioteca Virtual de Saúde e SciELO, artigos publicados nos últimos cinco anos, nos idiomas inglês e português. Um total de 63 estudos foram identificados, dos quais apenas dez atenderam aos critérios de inclusão e exclusão estabelecidos para esta revisão. A maioria dos estudos reportaram desfechos positivos com a utilização dos serious games como ferramenta educativa, encontrando efeitos positivos na retenção dos conhecimentos aprendidos sobre alimentação e nutrição, e a sua utilização se mostrou promissora como uma alternativa às metodologias de ensino tradicionais. Apesar disso, os estudos apresentaram limitações quanto a duração das intervenções e a representatividade do tamanho de suas amostras, indicando a necessidade de futuros estudos com delineamento metodológico que supram tais lacunas. A partir desta revisão, demonstra-se que abordagens gamificadas de educação nutricional parecem promissoras no contexto do processo de ensino-aprendizagem, mas que ainda carecem de padronização metodológica para que intervenções baseadas em serious games sejam validadas como instrumento de Educação Alimentar e Nutricional.
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