Preprint / Version 1

ELECTRONIC BOOKLET AND GAMIFICATION: DIDACTIC STRATEGIES FOR EDUCATION ON BLOOD, ORGAN, AND TISSUE DONATIONS IN HIGH SCHOOL

##article.authors##

DOI:

https://doi.org/10.1590/SciELOPreprints.10728

Keywords:

health education, high school, blood donation, organ donation, gamification

Abstract

Brazilian legislation regulating the donation of blood, organs, and tissues prohibits any form of donor remuneration, ensuring that the process is exclusively voluntary. This study analyzes the effectiveness of using an electronic booklet as a didactic resource to address the topic with high school graduating students. An interactive booklet was developed to demystify incorrect information and promote discussions on the subject. A study was conducted in three schools in the municipality of Conselheiro Lafaiete (MG), involving 114 students, using an exploratory-descriptive methodology. Initially, a questionnaire assessed the students' prior knowledge, followed by an interactive Kahoot! game and presentation of the booklet. Finally, a second questionnaire was applied to measure the results of the intervention. The data showed a significant improvement in student performance, with an increase in practically all questions raised on the topic and an increase in students' dialogue with their families. It is concluded that the electronic booklet, associated with gamification, can be an effective strategy in health education.

Downloads

Download data is not yet available.

Posted

12/16/2024

How to Cite

ELECTRONIC BOOKLET AND GAMIFICATION: DIDACTIC STRATEGIES FOR EDUCATION ON BLOOD, ORGAN, AND TISSUE DONATIONS IN HIGH SCHOOL. (2024). In SciELO Preprints. https://doi.org/10.1590/SciELOPreprints.10728

Section

Human Sciences

Plaudit

Data statement

  • The research data is contained in the manuscript