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Digital games in the context of health literacy
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Keywords

health literacy
educational tecnology
play and playthings

How to Cite

Digital games in the context of health literacy. (2024). Revista Eletrônica Acervo Científico, 47, e17061. https://doi.org/10.25248/reac.e17061.2024

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Abstract

Objective: This study evaluated the use of educational games in the context of health literacy (HL). Bibliographical review: Health Literacy is an important determinant of health and a central objective for the promotion of public health, and can be achieved through tools to empower individuals to make active and informed decisions related to health, being essential to reduce inequalities in this area. Digital Games are suitable for offering active and immediate response instructional experiences, being considered important tools for Health Literacy. It is believed that learning based on digital Games is more engaging, resulting in a more positive learning experience that motivates learning. The majority of articles reviewed concluded that digital games (with their highly interactive nature) can make learning more interesting, engaging and enjoyable, making players evaluate the learning experience more positively and increasing their intrinsic motivation to learn. Considerations: As such, the review indicates that digital games have significant educational value, particularly in the area of health literacy and empowerment for children, adolescents and adults alike, as it becomes an alternative for accessing, evaluating, understanding and applying the information contained in the games.

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