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Serious games e aprendizagem ativa no ensino médico de graduação
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Palavras-chave

Educação Médica
Aprendizagem Ativa
Serious Games

Como Citar

Serious games e aprendizagem ativa no ensino médico de graduação. (2025). Revista Eletrônica Acervo Saúde, 25(9), e21338. https://doi.org/10.25248/reas.e21338.2025

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Resumo

Objetivo: Analisar o uso de serious games na educação médica de graduação, identificando suas aplicações pedagógicas e os impactos na aprendizagem ativa. Métodos: Revisão integrativa conduzida conforme as diretrizes PRISMA. A pergunta norteadora foi: “Como os serious games impactam a aprendizagem ativa na educação médica de graduação?” As buscas foram realizadas nas bases PubMed, LILACS e SciELO, com os descritores “Medical Education” e “Serious Games”, combinados por AND. Foram incluídos ensaios clínicos randomizados publicados entre 2014 e 2024, nos idiomas português, inglês e espanhol, com texto completo disponível. Foram excluídos estudos de outras etapas da formação profissional, revisões e editoriais. A qualidade metodológica foi avaliada pelo sistema GRADE. Resultados: Nove estudos foram incluídos, abordando desfechos como retenção de conhecimento, tomada de decisão, comunicação e habilidades técnicas. Serious games demonstraram potencial para melhorar o engajamento e a aprendizagem, em alguns casos superando métodos tradicionais. Contudo, a heterogeneidade dos estudos limitou a generalização dos resultados. Considerações finais: Serious games são ferramentas promissoras para o ensino médico, favorecendo a aprendizagem ativa e o desenvolvimento de competências. Pesquisas futuras devem avaliar sua eficácia em longo prazo e diferentes contextos curriculares.

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Referências

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