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Desenvolvimento e avalia??o de um serious game de educa??o alimentar para escolares

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Previous issue date: 2017-05-02 / Os h?bitos alimentares na inf?ncia t?m preocupado a sociedade atual, haja vista a eleva??o na preval?ncia do sobrepeso/obesidade nessa fase de vida, por?m, o uso de Serious Games na perspectiva da Educa??o Alimentar e Nutricional pode contribuir na melhoria de tal quadro, na medida em que as crian?as cada vez mais se apropriam das tecnologias. Este estudo objetivou desenvolver e avaliar um Serious Game de Educa??o Alimentar e Nutricional para escolares entre sete e dez anos de idade da cidade de Natal-RN. Trata-se de uma pesquisa-a??o de abordagem qualitativa pela t?cnica do design participativo e ? luz da percep??o de Merleau-Ponty, cuja metodologia envolveu tr?s etapas: I. Compreens?o dos participantes sobre alimenta??o e interesses para com o jogo, al?m de teste de prot?tipo em papel; II. Constru??o do jogo; III. Avalia??o da satisfa??o do jogo e percep??o pelos escolares. Os resultados da etapa I mostraram que a compreens?o dos escolares sobre alimentos saud?veis esteve influenciada por pais, professores, fatores socioecon?micos e m?dia. Quanto ao jogo eletr?nico, os entrevistados propuseram a inclus?o das tem?ticas de atividade f?sica e h?bitos de higiene. O teste do prot?tipo em papel apontou para a necessidade de aperfei?oar menus, personagens e de adaptar o enredo, concretizados pela cria??o do jogo Ran-gO? na modalidade role-playing game no qual o jogador assume o papel de uma personagem. Na etapa tr?s, o teste de satisfa??o do usu?rio demonstrou a satisfa??o das crian?as concernente aos conhecimentos sobre alimenta??o, motiva??o e experi?ncia do usu?rio, carecendo de ajustes em rela??o a diminuir a sobrecarga de informa??es para aumentar a confian?a do jogador. Quanto maior foi a idade das crian?as, maior a satisfa??o, existiram, por?m, dificuldades daquelas com sete anos em rela??o ? habilidade/compet?ncia para jogar. A percep??o avaliada por meio das entrevistas na etapa final esteve associada ? qualidade nutricional do alimento e ? quantidade consumida pela personagem no ambiente do jogo, existindo a contextualiza??o da crian?a para a sua vida real. A experi?ncia perceptiva relacionou-se ao passado e ao presente da crian?a, o que pode conduzir ao h?bito numa rela??o com o porvir. O Ran-gO? mostra-se como ferramenta de Educa??o Alimentar prof?cua no que concerne a dar a conhecer a respeito dos aspectos da alimenta??o para que a crian?a possa refletir, enquanto sujeito pensante, sobre seus h?bitos, a fim de realizar escolhas condizentes com suas necessidades. / Current society has been preoccupied about childhood eating habits because of the rising prevalence of overweight / obesity in this stage of life. However, in so far as children increasingly take ownership of technologies, Serious Games in the perspective of Food and Nutrition Education can contribute to the improvement of this scenario. This study aimed to develop and to evaluate a Serious Game of Food and Nutrition Education for schoolchildren between 7 and 10 years in the city of Natal-RN. This is an action research of qualitative approach and developed by the technique of participatory design under the light of the perception of Merleau-Ponty, whose methodology involved three steps: I. Understanding of the participants about food and interests to the game, besides testing of a paper prototype; II. Construction of the game; III. Evaluation of satisfaction and perception of the game by schoolchildren. Results of step one showed that the students' understanding of healthy foods was influenced by parents, teachers, socioeconomic factors and the media. As for the electronic game, the interviewees proposed the inclusion of the themes of physical activity and hygiene habits. The prototype test pointed to the need for improving menus and characters, as well as adapting the game script. This was materialized by the creation of the Ran-gO? game under a structure of role-playing game in which the player assumes the role of a character. In step three, the user satisfaction test demonstrated children's satisfaction as to knowledge about feeding, motivation and user experience. The need for adjustments was identified in order to reduce information overload to increase confidence. The older the child the higher was the satisfaction. However, there were difficulties of those with seven years in relation to the ability / competence to play. The perception assessed by means of interviews in the last step was associated to the nutritional quality of the food and the amount consumed by the character in the game environment, and there was contextualization of the child to its real life. The perceptive experience was related to the past and the present of the child, which can lead to habit, in a relationship with the future. Ran-gO? shows itself as a Food Education tool fruitful as what concerns informing the child about food habits to make its choices consistent with its needs.

Identiferoai:union.ndltd.org:IBICT/oai:repositorio.ufrn.br:123456789/23759
Date02 May 2017
CreatorsRibeiro, Iramara Lima
Contributors14076152468, http://lattes.cnpq.br/9903762680376103, Pinho, Andr? Luis Santos de, 00031242740, http://lattes.cnpq.br/7753762932186347, Medeiros J?nior, Antonio, 15495728491, http://lattes.cnpq.br/8911091115987549, Badiali, Michelle Ferret, 03396884400, http://lattes.cnpq.br/3500377017674415, Silva, Rita de C?ssia Ribeiro da, 29125685520, Santa Rosa, Jos? Guilherme da Silva, Costa, Iris do C?u Clara
PublisherPROGRAMA DE P?S-GRADUA??O EM SA?DE COLETIVA, UFRN, Brasil
Source SetsIBICT Brazilian ETDs
LanguagePortuguese
Detected LanguageEnglish
Typeinfo:eu-repo/semantics/publishedVersion, info:eu-repo/semantics/doctoralThesis
Sourcereponame:Repositório Institucional da UFRN, instname:Universidade Federal do Rio Grande do Norte, instacron:UFRN
Rightsinfo:eu-repo/semantics/openAccess

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