Skip to main content
Top

2019 | OriginalPaper | Chapter

Satisfaction Analysis for Using Educational Serious Games for Teaching Wound Treatment

Authors : Gabriel Candido da Silva, Lúcia Paloma Freitas da Silva, Nicolau Calado Jofilsan, Walter Franklin M. Correia, Alex Sandro Gomes, Amadeu S. Campos Filho

Published in: Advances in Usability, User Experience and Assistive Technology

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

This article aims to describe the production process of the educational game “treat well!”, idealized for learning in higher education institutions. Research was done with students of the health courses, which helped to prove the direct effect in the improvement of cognitive functions such as memory, attention, perception, among others. The acquired advantages of technology, when well used are unimaginable, especially when used for education. The barriers encountered by this tool to realize its real application were perceptible, but these were worked on and perfected to find a balance between education and fun. We can infer that this tool, when properly applied, is able to attract and perpetuate information in students in any educational field. In this context, an educational game was developed that serves as a support to the learning process of the students of nursing courses. The goal of this research was to analyze the usability and satisfaction of the educational game “Treat Well!” which teaches the treatment of a simple wound with nursing students. For the development of the project, the methodology used was based on software engineering practices, User Centered Design and Usability and Satisfaction Analysis. The study was also based on a qualitative and quantitative approach with exploratory character and also statistical. The qualitative variable used to capture the perception of users in the study was made in an empirical way of observing the search for relevant and convenient data obtained through experience observed. The quantitative variables used to analyze usability were the effectiveness, time of use and user perception through the Attrakdiff questionnaire. The usability test was performed with high fidelity game prototype with 10 volunteers in a college in Recife Brazil. From the results generated we can understand that improvements can be made to a greater identification and interaction of the user with the proposed game.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
4.
go back to reference Silveira, M.S., Cogo, A.L.P.: Contribuições das tecnologias educacionais digitais no ensino de habilidades de enfermagem: revisão integrativa. Rev. Gaúcha Enferm. vol. 38(2), Porto Alegre (2016) Silveira, M.S., Cogo, A.L.P.: Contribuições das tecnologias educacionais digitais no ensino de habilidades de enfermagem: revisão integrativa. Rev. Gaúcha Enferm. vol. 38(2), Porto Alegre (2016)
5.
go back to reference Lemos, W.B., Farias Junior, I.H., Campos Filho, A.S.: Uma Proposta de um Serious Game no Auxílio do Aprendizado da Anatomia Humana. In: VI Congresso Brasileiro de Informática na Educação (CBIE 2017). Anais do XXVIII Simpósio Brasileiro de Informática na Educação (SBIE 2017). Recife, Brasil (2017) Lemos, W.B., Farias Junior, I.H., Campos Filho, A.S.: Uma Proposta de um Serious Game no Auxílio do Aprendizado da Anatomia Humana. In: VI Congresso Brasileiro de Informática na Educação (CBIE 2017). Anais do XXVIII Simpósio Brasileiro de Informática na Educação (SBIE 2017). Recife, Brasil (2017)
7.
go back to reference Valentim; N.M.C., Silva, W.A.F., Conte, T.: Avaliando a Experiência do Usuário e a Usabilidade de um Aplicativo Web Móvel: Um Relato de Experiência. XVIII Congresso Ibero-Americano em Engenharia de Software, vol. 1 (2015) Valentim; N.M.C., Silva, W.A.F., Conte, T.: Avaliando a Experiência do Usuário e a Usabilidade de um Aplicativo Web Móvel: Um Relato de Experiência. XVIII Congresso Ibero-Americano em Engenharia de Software, vol. 1 (2015)
Metadata
Title
Satisfaction Analysis for Using Educational Serious Games for Teaching Wound Treatment
Authors
Gabriel Candido da Silva
Lúcia Paloma Freitas da Silva
Nicolau Calado Jofilsan
Walter Franklin M. Correia
Alex Sandro Gomes
Amadeu S. Campos Filho
Copyright Year
2019
DOI
https://doi.org/10.1007/978-3-319-94947-5_67

Premium Partners