BackgroundSeveral food and nutrition education actions have been described in the literature, with emphasis on the recommended use of innovative methods when addressing a young audience. Digital games are an attractive, dynamic, and motivating resource for teaching and learning practices, and adolescents form the group that readily accepts and adopts new technologies. Adapting dietary and nutritional guidelines to change dietary behavior is a challenge, and game-based learning has several benefits that can be used in this sense. Thus, this study aims to outline a nutritional intervention for school-aged adolescents from the Federal District, Brazil, whose object is a digital card game aimed at promoting healthy dietary practices.MethodsIn this randomized study with intervention and control groups, we propose a nutritional intervention for adolescents studying in Federal District private schools. The intervention group will be introduced to Rango Cards, a digital game specifically developed for this study. The purpose of the game is to present the concept of an adequate and healthy diet using simple information in a playful context. This game features cards for foods/meals, characters, and healthy habits. The players’ choices may lead them to winning or losing. Theme selection and phase order were designed to provide a learning experience. The control group will not receive any material during the study. Both groups will complete questionnaires before and after the intervention. The game is expected to improve food knowledge and self-efficacy in the adoption of healthy practices, thus contributing to appropriate dietary consumption.DiscussionThe game was designed as a food and nutrition education tool based on Brazilian dietary guidelines. We believe that Rango Cards will provide a comprehensive experience on the topic, improving the students’ autonomy, motivation, and pleasure of learning.Trial registrationRBR-72zvxv June 29, 2018; Retrospectively registered.
Este artigo busca discutir o panorama atual da educação inclusiva com alunos autistas no Brasil, apresentando os seus principais desafios. Além disso, pretende-se mostrar o desenvolvimento de modelos alternativos de aprendizagem com influências do pensamento de design, ampliando o foco da aquisição de conteúdos e apresentando algumas contribuições para a compreensão, avaliação e transformação do ambiente de ensino-aprendizagem, a partir de um enfoque inclusivo. design, autism, asperger's syndrome, inclusive educationThis article discusses the current situation of inclusive education with autistic students in Brazil, presenting its main challenges. In addition, it is intended to show the development of alternative models of learning with influences of design thinking, expanding the focus of content acquisition, with some contributions to understanding, evaluation and transformation of the teaching-learning environment from an inclusive approach.
Resumo Palavras-chave: jogos sérios, game design, reabilitação, acidente vascular encefálico (AVE). Parameters for the design and evaluation of rehabilitation games for patients victims of stroke Abstract
design de interação, vitrine tecnológica, inovação, banco de patentes, transferência de tecnologia Atores importantes para o desenvolvimento tecnológico nacional, universidades e instituições públicas de pesquisa (ICTs) têm como um de seus objetivos transferir tecnologias para empresas que viabilizem, em escala de mercado, produtos, processos e serviços, gerando inovação. Neste contexto, o presente estudo tem como objetivo caracterizar, do ponto de vista do Design de Interação, vitrines tecnológicas na web de ICTs públicas brasileiras. Para tanto, foi selecionada uma amostra de 20 instituições, divididas em universidades e centros de pesquisa, e mapeados os websites que disponibilizam informações sobre patentes e tecnologias disponíveis para negócio. Os resultados confirmam a ocorrência do uso de vitrines tecnológicas na web como produtos alternativos ou complementares às tradicionais bases de patentes em 75% das instituições pesquisadas. Em seguida, os rótulos empregados para a sua designação foram identificados, os patterns de Design mais recorrentes foram levantados, foram verificadas as principais soluções adotadas para apresentar as tecnologias e checado o seu nível de independência com relação ao website da instituição. interaction design, technological showcase, innovation, patent bank, technology transfer Relevant actors for the national technological development, universities and public research institutions (PRIs) have as one of their objectives to transfer technologies to companies that enable products, processes and services on a market scale, generating innovation. In this context, the present study aims to characterize the technological showcases of Brazilian public PRIs available on the web from the Interaction Design perspective. To do so, a sample of 20 institutions was selected, organized into universities and research centers, and the websites that provide information about patents and technologies available for business were mapped. The results confirm the use of technological web showcases as alternative (or complementary) products to the traditional patent bases in 75% of the researched institutions. Afterwards, the labels adopted for their designation were identified, the most recurring Design patterns were surveyed, the main solutions implemented to present the technologies were verified and their level of independence regarding the institution's website was checked.
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