Gamification as a health education strategy of adolescents at school: protocol for a systematic review and meta-analysis
dc.contributor.author | Medeiros, Gidyenne Christine Bandeira Silva de | |
dc.contributor.author | Santos, Thais Teixeira dos | |
dc.contributor.author | Ríos, Manuel Pardo | |
dc.contributor.author | Mata, Ádala Nayana de Sousa | |
dc.contributor.author | Silva Júnior, Danyllo do Nascimento | |
dc.contributor.author | Guillen, Daniel Martínez | |
dc.contributor.author | Piuvezam, Grasiela | |
dc.date.accessioned | 2024-07-30T22:24:06Z | |
dc.date.available | 2024-07-30T22:24:06Z | |
dc.date.issued | 2023-11 | |
dc.description.resumo | The objective of the study is to present a systematic review and meta-analysis protocol for evaluating the effects of health education gamification-based interventions, on health parameters (food consumption, sleep quality and physical activity) of adolescent students. This protocol was registered on the International Prospective Register of Systematic Reviews (PROSPERO) database (CRD42022373833). The search will be performed in the following databases: MEDLINE, Embase, Scopus, ERIC, ScienceDirect, Web of Science, Cochrane, LILACS, APA, and ADOLEC. Intervention studies (clinical trials - randomized or non-randomized) and quasi-experimental studies will be included. The risk of bias will be assessed using the Risk of Bias in Non-randomized Studies of Interventions tool for ran domized controlled trials, non- randomized controlled trials and quasi-experimental trials. Two independent researchers will conduct all assessments, and any disagreements will be consulted with a third reviewer. Data analysis and synthesis will be analyzed using RevMan 5.4.1 software. We will conduct the study in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses Protocols (PRISMA-P) guideline. The review will summarize the current evidence on gamification health education changes in parame ters related to the health of adolescents. Gamification has been used to verify the increase in adherence to healthy habits or the development of health-related skills, but there are still few results for the adolescent population. We expect that the systematic review could indi cate strategies with gamification interventions and also determine how these strategies can improve health parameters of adolescent students, and they will be available as a reference for these interventions | pt_BR |
dc.identifier.citation | SANTOS, Thais Teixeira dos; RÍOS, Manuel Pardo; MEDEIROS, Gidyenne Christine Bandeira Silva de; MATA, Ádala Nayana de Sousa; SILVA JUNIOR, Danyllo do Nascimento; GUILLEN, Daniel Martínez; PIUVEZAM, Grasiela. Gamification as a health education strategy of adolescents at school: protocol for a systematic review and meta-analysis. Plos One, [S.l.], v. 18, n. 11, p. 1-10, 30 nov. 2023. DOI: 10.1371/journal.pone.0294894. Disponível em: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0294894. Acesso em: 10 jul. 2024. | pt_BR |
dc.identifier.doi | http://dx.doi.org/10.1371/journal.pone.0294894 | |
dc.identifier.uri | https://repositorio.ufrn.br/handle/123456789/58908 | |
dc.language | pt_BR | pt_BR |
dc.publisher | Plos One | pt_BR |
dc.rights | Attribution 3.0 Brazil | * |
dc.rights.uri | http://creativecommons.org/licenses/by/3.0/br/ | * |
dc.subject | Gamification | pt_BR |
dc.subject | Health education | pt_BR |
dc.subject | Adolescents | pt_BR |
dc.subject | Systematic review | pt_BR |
dc.subject | Meta-analysis | pt_BR |
dc.title | Gamification as a health education strategy of adolescents at school: protocol for a systematic review and meta-analysis | pt_BR |
dc.type | article | pt_BR |
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