Google Scholar | Citations: 1937 | h-index: 18 | i10-index: 52
Resignifying primary health care teaching through gamification
PDF (Portuguese (Brazil))

Keywords

Educación médica
Sistema único de salud
Atención primaria de salud
Gamificación

How to Cite

Resignifying primary health care teaching through gamification. (2026). Revista Eletrônica Acervo Científico, 26, e23462. https://doi.org/10.25248/reac.e23462.2026

Copyright © | All rights reserved.

The journal holds the exclusive copyright for the publication of this article under the terms of Brazilian law 9610/98.

Partial reproduction
The use of parts of the texts, figures and questionnaire of the article is free, being mandatory the citation of the authors and journal.

Total reproduction
It is expressly prohibited and must be authorized by the journal.

Abstract

Objective: To describe the conception, structured pedagogical design, and implementation of a gamification-based activity using a fictional municipality to teach the principles of the Brazilian Unified Health System (SUS) and the attributes of Primary Health Care (PHC) in undergraduate medical education, as well as to analyze the perceptions of the teacher-researcher arising from its implementation. Experience report: The activity was conducted in the second semester of a mandatory medical course, involving 29 students. Despite prior exposure to SUS and PHC content, students demonstrated predominantly declarative knowledge with difficulty applying principles in practical contexts. The intervention was structured through a fictional narrative, roleplay, dialogical mediation, and a point-based system with immediate feedback. Through open-ended questioning, students identified and applied SUS principles and PHC attributes within the simulated municipal setting, showing qualitative progression toward more concrete and contextualized examples. In the reflective journal, the teacher-researcher noted increased engagement, greater argumentative depth over the course of the activity, and a possible novelty effect influencing participation. Final considerations: The experience suggests that integrating narrative, dialogical problematization, and structured gamification may facilitate the transition from memorized knowledge to contextualized application in theoretical settings.

PDF (Portuguese (Brazil))

References

ABENSUR PLD, SAUL AM. Princípios da didática freireana: subsídios para uma prática didático-pedagógica na educação superior. Educação (UFSM), 2021; 46(1)

ANDRADE BB. The dark side of private medical education in Brazil. Frontiers in Medicine, 2025; 12: 1504794.

ANJOS RM, et al. “Vivendo o SUS”: uma experiência prática no cenário da atenção básica. Revista Brasileira de Educação Médica, 2010; 34(1): 172-183.

ANTUNES DOS SANTOS R, NUNES MPT. Medical education in Brazil. Medical Teacher, 2019; 41(10): 1106-1111.

ARNAB S, et al. Mapping learning and game mechanics for serious games analysis: mapping learning and game mechanics. British Journal of Educational Technology, 2015; 46(2): 391-411.

BOND M, et al. Mapping research in student engagement and educational technology in higher education: a systematic evidence map. International Journal of Educational Technology in Higher Education, 2020; 17(1).

BRASIL. Resolução CNE/CES nº 3, de 20 de junho de 2014. Institui as Diretrizes Curriculares Nacionais do Curso de Graduação em Medicina. Diário Oficial da União, Brasília, 23 jun. 2014. Disponível em: https://www.in.gov.br/web/dou/-/resolucao-n-3-de-20-de-junho-de-2014-20167166. Acessado em: 15 de fevereiro de 2026.

BRASIL. Resolução CNE/CES nº 3, de 30 de setembro de 2025. Institui as Diretrizes Curriculares Nacionais do Curso de Graduação em Medicina. Diário Oficial da União, Brasília, 1º out. 2025.

CAVALLI LO, CARVALHO BG. Medical training in primary health care – a scoping review. Revista Brasileira de Educação Médica, 2022; 46(4): e131.

DAH J, et al. Gamification is not working: why? Games and Culture, 2025; 20(7): 934-957.

DETERDING S, et al. From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference; 2011; Tampere, Finland. New York: ACM; 2011; 9-15.

GERHARD J, et al. Students’ perception of public health in medical education training. MedEdPublish, 2018; 7: 77.

GUIMARÃES RA, et al. Trend and spatial clustering of medical education in Brazil: an ecological study of time series from 2010 to 2021. BMC Health Services Research, 2023; 23(1).

HAMARI J, et al. Does gamification work?—A literature review of empirical studies on gamification. Computers in Human Behavior, 2014.

KHALIL MK, ELKHIDER IA. Applying learning theories and instructional design models for effective instruction. Advances in Physiology Education, 2016; 40(2): 147-156.

LIEBEROTH A. Shallow gamification: testing psychological effects of framing an activity as a game. Games and Culture, 2015; 10(3): 229-248.

MACHADO CDB, et al. Educação Médica no Brasil: uma análise histórica sobre a formação acadêmica e pedagógica. Revista Brasileira de Educação Médica, 2018; 42(4): 66-73.

MACHADO LS, et al. "Caminhos do SUS": a gamificação como tecnologia social para a educação popular em saúde. Revista de Educação Popular, 2023; 22(2): 322-338

OGBEIDE SA, et al. Applying Bloom's taxonomy in primary care behavioural health training. Clinical Teacher, 2025; 22: e70099.

RATINHO E, MARTINS C. The role of gamified learning strategies in student's motivation in high school and higher education: a systematic review. Heliyon, 2023; 9.

SILVA AM, ZANESCO C, VER SUS 2016 - Santa Maria - RS: relato de experiência. Revista Ciência em Extensão, 2017; 13(2): 130-140.

SILVA MPR. Bases teóricas da gamificação no ensino médico: interface com metodologias ativas. Revista Eletrônica Acervo Saúde, 2026; 26(1): e22929.

SILVA MPR, et al. Serious games e aprendizagem ativa no ensino médico de graduação. Revista Eletrônica Acervo Saúde, 2025; 25(9): e21338.

TRIANTAFYLLOU SA, et al. Gamification in education and training: a literature review. International Review of Education, 2025; 71(3): 483-517.

TYLER IV, et al. Canadian medical students’ perceptions of public health education in the undergraduate medical curriculum. Academic Medicine, 2009; 84(9): 1307-1312.

WERBACH K, HUNTER D. For the Win: The power of gamification and game thinking in business, education,

government, and social impact. Philadelphia: Wharton School Press; 2020.