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LEADING ROLE OF ADOLESCENTS IN THE CREATION OF A STORYBOARD FOR A DIGITAL GAME ON LEPROSY

ABSTRACT

Objective:

to describe the leading role of school adolescents in the creation of a storyboard for a digital educational game on leprosy.

Method:

qualitative research-action study. Carried out in a public school in the state of Pernambuco (Brazil) in 2019. There were eight pedagogical workshops with students, for the understanding and creation of the educational digital game, using Scratch software version 2.0. The production process followed the development model of digitaleducational material, created by Falkembach.

Results:

the educational action enabled the potentialities and stimulated the creativity of the adolescents to take on a leadership attitude in the creation of the storyboard for a digital game on leprosy.

Conclusion:

teenagers had a leading role in creating the storyboard of a digital game on leprosy. The concern in using the virtual environment contributed to the adolescents' resourcefulness and creativity when they were encouraged and have access to benefit conditions for the elaboration of the storyboard.

DESCRIPTORS:
Leprosy; Play and Playthings; Educational technology; Health education; Adolescent

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