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New Trends in Qualitative Research

On-line version ISSN 2184-7770

Abstract

VERNASQUE, Juliana Ribeiro da Silva et al. Preventing Violence Against Elderly People through Gamification Developed by University Students: Experience Report. NTQR [online]. 2023, vol.18, e900.  Epub Nov 30, 2023. ISSN 2184-7770.  https://doi.org/10.36367/ntqr.18.2023.e900.

Introduction: Violence against the elderly is an important public health problem, since the natural wear and tear of the body resulting from the aging process makes them more vulnerable. In this context, it is important to sensitize society as a whole to face the problem, and games can be used as active educational strategies to approach the theme. Objective: To report the experience of a group of university students from different areas of knowledge, in the Gamification process aimed at preventing violence against the elderly. Methods: This is a qualitative study, which used the experience report technique. For its organization, the following steps were followed: description of the time period, the place, the axis of the experience, type of experience, public of the interventional action, resources, actions, instruments, analysis criteria and ethics. It was developed in a medium-sized municipality, involving university students from different areas of training, from December 2022 to February 2023. Results: 40 students from different areas of training participated in the activity, which were divided into six small groups, after receiving instructions on violence against the elderly and gamification by specialists in the subject. Six game proposals were elaborated, to be developed in different scenarios and actors. Conclusions: Gamification represents a powerful instrument to stimulate and favor the development of the ability to elaborate passable solutions, collaborating in the approach of sensitive themes, as is the case of violence against the elderly, through prevention actions, and awareness and meaningful learning.

Keywords : Aged, Elder Abuse, Primary Prevention; Gamification; Learning..

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