Healthy eating habits and obesity prevention: use of educational games as health technology in the teaching-learning process
Teaching, Gamification, Technology, Obesity, Healthy eating
Gamification provides strategies to engage and motivate teaching in different áreas and it becomes important nowadays due to the advancement of technology and the need for new teaching-learning tools. The objective of the present study was to analyze the effect of using gamification as a teaching-learning strategy, through the application of a game educational in quiz format, for the adult and elderly population. As a result, a study was carried out qualitative-quantitative involving intervention group (IG) and control group (CG), with participants from University of Aging Program at the University of Brasília (UniSER/UnB). The instruments used for data collection were identical forms applied pre and post application of the methodologies, so that in the IG the game was used and in the GC it was the traditional class. You results showed that participants who took gamified classes had the perception of increased knowledge, as well as the citation of terms correct on the subject