36.09 Health education: Acquisition of knowledge mediated by use of an educational game

Tuesday, April 28, 2009
Sadrivaan A and B (The Hilton Istanbul Hotel )
Marcos Antonio Dos Santos CEFETEQ, Brazil
Rodrigo siqueira-Batista CEFETEQ, Brazil
Giselle Rôças CEFETEQ, Brazil
HEALTH EDUCATION: ACQUISITION OF KNOWLEDGE MEDIATED BY THE USE OF AN EDUCATIONAL GAME

Marcos Antonio DOS SANTOS¹, Rodrigo SIQUEIRA-BATISTA¹‚², Giselle RÔÇAS¹

1 – Centro Federal de Educação Tecnológica de Química de Nilópolis (CEFET Química/RJ) marcosmdrj@gmail.com

2 – Centro Universitário Serra dos "rgãos (UNIFESO) e CEFETEQ rsiqueirabatista@terra.com.br

3 - Centro Federal de Educação Tecnológica de Química de Nilópolis (CEFET Química/RJ) grocas@gmail.com

INTRODUCTION: Diarrhoeal diseases are a leading cause of mortality and morbidity, especially among young children in developing countries. Many of the infectious agents associated with them are potentially waterbone and almost one tenth of the global disease burden could be prevented by improving water supply, sanitation, hygiene and management of water resources (WHO, 2008). To act effectively in preventing disease and promoting health, it is important to know not only how much disease is caused by factors related to them, but also how effectively changes in their management can improve health.

OBJECTIVE: The aim of this work is to show the importance of the use of the educational games in the health education.

METHODS: This study is a result of a broad theoretical research based on literature review.

RESULTS AND DISCUSSION: The escalating human pressures on the environment through to ecosystem changes resulting in diverse health consequences. The burden of disease from inadequate water totals 1.7 million deaths and the loss of more than 54 million lives each year, approximately 6% of all deaths globally (WHO, 2005).Educational games constitute an appropriate strategy to the development of the health education through ludic-pedagogic activities. This strategy can be characterized as an educational tool from the perspective of health promotion and disease prevention and control.

CONCLUSIONS:Educational games are playful tools that lead students to engage more actively in the learning process and are effective interventions in improving health by educating, preventing and reducing environmental hazards.


Learning Objectives: To describe the importance of the use of the new learning technology for better health and environmental education.

Sub-Theme: Training multidisciplinary health workers