Development of serious game as digital educational technology for HIV prevention among adolescents: methodological study.
Serious Game; Gamification; Health Education; Nursing; Prevention; Educational Technologies.
Introduction : The Human Immunodeficiency Virus (HIV) has been one of the main global public health challenges for decades. Around 39.9 million people worldwide were living with HIV by 2023 and it is estimated that around 1.3 million people were infected by the virus in the same year. Worldwide, 44% of all new HIV infections affected women and girls of all ages in 2023. Despite the efforts, these are still insufficient to eradicate the spread of the virus, especially among adolescents. In this work, we chose to develop a serious game, as it is a strategy that has the potential to promote health education, stimulate awareness on the subject, the perception of the risk of acquiring the infection and the knowledge of preventive strategies, with the objective of changing behavior, building critical knowledge and decision-making. The guiding question of this study is: what should be the content, appearance and usability of a serious game as an educational tool for HIV prevention among adolescents? Objective: to develop a Serious Game about HIV prevention among adolescents, with validation of the content, appearance and usability segments. Method: this is a methodological study with a quantitative approach. The methodological framework proposed by Andrea Filatro with five phases of instructional design will be used . In the theoretical procedures, a scoping review and a focus group will be carried out to survey the main doubts of adolescents about HIV prevention. To carry out the empirical procedures, a planning instrument will be constructed for building the application with the game script based on the previously collected content, content validation via Google Forms and the Delphi stages. For the analytical procedures, the calculation and analysis of the content, appearance and usability validation coefficients will be performed, as well as their respective levels of agreement. At the end of the stages, the level of agreement between the experts will be calculated. Those who present values above 80% and a content validation coefficient above 0.8 will be considered. The project will be submitted to the Ethics and Research Committee of the Federal University of Rio Grande do Norte. Conclusion: it is expected that the adolescent player will be motivated to seek knowledge with the dynamism of the game, with losses and gains of scores, as well as immediate feedback and at the end of the game.