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REVIEW01-01-2018
Educational technologies for health education on stroke: an integrative review
Revista Brasileira de Enfermagem. 2018;71:1724-1731
Abstract
REVIEWEducational technologies for health education on stroke: an integrative review
Revista Brasileira de Enfermagem. 2018;71:1724-1731
DOI 10.1590/0034-7167-2017-0041
Views0See moreABSTRACT
Objective:
to identify in the scientific literature the educational technologies used in the health education process related to stroke.
Method:
integrative review, whose eligibility criteria of the articles were: match the keywords “health education” and “stroke”; be a research paper; be in Portuguese, English and Spanish; be available electronically in the databases LILACS, PubMed/Medline, Scopus and CINAHL; year of publication between 2000 and 2016.
Results:
24 publications were found. The analysis was carried out by means of analytical and interpretive readings. There were many educational technologies used in the health education process for stroke.
Final considerations:
the printed material for general public stood out, aiming to the recognition of alert signs of the disease and the emergency decision-making before suspicious cases of the disease.
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RESEARCH01-01-2017
The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections
Revista Brasileira de Enfermagem. 2017;70(2):376-383
Abstract
RESEARCHThe game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections
Revista Brasileira de Enfermagem. 2017;70(2):376-383
DOI 10.1590/0034-7167-2016-0043
Views0ABSTRACT
Objective:
To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis.
Method:
Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015.
Results:
the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction.
Conclusion:
By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.
Keywords:AdolescentsEducation in HealthEducational Technology and Public HealthGames and ToysSexualitySee more