Skip to main content

Satisfaction Analysis for Using Educational Serious Games for Teaching Wound Treatment

  • Conference paper
  • First Online:
Advances in Usability, User Experience and Assistive Technology (AHFE 2018)

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 299.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 379.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. BRASIL. Conselho Nacional de Educação. Câmara de Educação Superior. Resolução n. 3, de Institui Diretrizes Curriculares Nacionais do Curso de Graduação em Enfermagem. Brasília. (2001). http://portal.mec.gov.br/cne/arquivos/pdf/CES03.pdf. Accessed 7 Nov 2001

  2. Lavinas, L., Veiga, A.: Desafios do modelo brasileiro de inclusão digital pela escola. Cadernos de Pesquisa 43(149), 542–569 (2013). http://publicacoes.fcc.org.br/ojs/index.php/cp/article/view/2665

  3. Cavalcante, S.N., Morais, H.C.C.: Tecnologia em saúde sobre o tratamento de feridas: estratégia educativa na monitoria de enfermagem. Encontro de Extensão, Docência e Iniciação Científica (EEDIC), 12 (2016). http://publicacoesacademicas.fcrs.edu.br/index.php/eedic/article/view/968

  4. 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)

    Google Scholar 

  5. 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)

    Google Scholar 

  6. HCD Methods. http://www.hcdconnect.org/methods. Accessed 23 Jan 2018

  7. 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)

    Google Scholar 

  8. AttrackDiff. http://attrakdiff.de/sience-en.html. Accessed 22 Feb 2018

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Amadeu S. Campos Filho .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

da Silva, G.C., da Silva, L.P.F., Jofilsan, N.C., Correia, W.F.M., Gomes, A.S., Campos Filho, A.S. (2019). Satisfaction Analysis for Using Educational Serious Games for Teaching Wound Treatment. In: Ahram, T., Falcão, C. (eds) Advances in Usability, User Experience and Assistive Technology. AHFE 2018. Advances in Intelligent Systems and Computing, vol 794. Springer, Cham. https://doi.org/10.1007/978-3-319-94947-5_67

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-94947-5_67

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-94946-8

  • Online ISBN: 978-3-319-94947-5

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics