Gamification as a health education strategy of adolescents at school: protocol for a systematic review and meta-analysis

dc.contributor.authorMedeiros, Gidyenne Christine Bandeira Silva de
dc.contributor.authorSantos, Thais Teixeira dos
dc.contributor.authorRíos, Manuel Pardo
dc.contributor.authorMata, Ádala Nayana de Sousa
dc.contributor.authorSilva Júnior, Danyllo do Nascimento
dc.contributor.authorGuillen, Daniel Martínez
dc.contributor.authorPiuvezam, Grasiela
dc.date.accessioned2024-07-30T22:24:06Z
dc.date.available2024-07-30T22:24:06Z
dc.date.issued2023-11
dc.description.resumoThe 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 interventionspt_BR
dc.identifier.citationSANTOS, 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.doihttp://dx.doi.org/10.1371/journal.pone.0294894
dc.identifier.urihttps://repositorio.ufrn.br/handle/123456789/58908
dc.languagept_BRpt_BR
dc.publisherPlos Onept_BR
dc.rightsAttribution 3.0 Brazil*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/br/*
dc.subjectGamificationpt_BR
dc.subjectHealth educationpt_BR
dc.subjectAdolescentspt_BR
dc.subjectSystematic reviewpt_BR
dc.subjectMeta-analysispt_BR
dc.titleGamification as a health education strategy of adolescents at school: protocol for a systematic review and meta-analysispt_BR
dc.typearticlept_BR

Arquivos

Pacote Original

Agora exibindo 1 - 1 de 1
Nenhuma Miniatura disponível
Nome:
GamificationHealth_Santos_2023.pdf
Tamanho:
416 KB
Formato:
Adobe Portable Document Format
Nenhuma Miniatura disponível
Baixar

Licença do Pacote

Agora exibindo 1 - 1 de 1
Nenhuma Miniatura disponível
Nome:
license.txt
Tamanho:
1.45 KB
Formato:
Item-specific license agreed upon to submission
Nenhuma Miniatura disponível
Baixar