HIDDEN DENGUE
DEVELOPMENT OF AN EDUCATIONAL GAME FOCUSED ON USABILITY, NARRATIVE, AND SOCIAL AWARENESS
DOI:
https://doi.org/10.63418/mqs5ec31Keywords:
Dengue, Storytelling, Usability, Digital learning, Health educationAbstract
This paper presents, through an applied and qualitative approach, the development of the digital game Hidden Dengue, conceived as an educational tool based on storytelling and scenario analysis to raise awareness about dengue and other arboviruses prevention. Developed by Computer Science students at a private Brazilian university, the project integrates technical knowledge about usability and web development with social responsibility and public health education. Using accessible technologies such as HTML, CSS, and JavaScript, along with graphic resources generated by artificial intelligence, the game was designed for children, especially those aged 6 to 10 years. Its mechanics are based on identifying Aedes aegypti breeding sites in different narrative scenarios, using play elements such as lives, levels, and educational messages. The development followed four stages: research and requirements definition; interface prototyping; testing and adjustments; and finalization of the beta prototype. The adopted methodology incorporated usability and gamification principles, focusing on digital game-based learning (DGBL). Initial results indicate that the expected learning objectives for the computing discipline were achieved. Furthermore, preliminary and informal tests with users revealed positive reception and effective sensitization through storytelling and game mechanics. The project demonstrates how well-structured, low-cost solutions can significantly contribute to health promotion and citizenship education. Aligned with the United Nations Sustainable Development Goal 3 (Good Health and Well-being), Hidden Dengue highlights the potential of digital games and storytelling as pedagogical tools in combating endemic diseases. As future steps, structured tests with the target audience are planned to collect data on the learning experience and improve the game.
References
ALVES, Flora. Gamification. Como criar experiências de aprendizado engajadoras. 2. ed. Local: DVS, 2015.
ALVES, Lynn. Relações entre os jogos digitais e aprendizagem: delineando percurso. Educacao, Formacao & Tecnologias, v. 1, n. 2, p. 3-10, nov. 2008. Disponível em: http://repositoriosenaiba.fieb.org.br/handle/fieb/665. Acesso em: 10 jan. 2025.
BERNARDO, J.; PIRES, F.; REINEHR, S.; PESSOA, M.; CONTE, T. Would I Use It? A Study with Experts Exploring Game Design Storytelling as a Facilitating Process for Creating Educational Gamification. In: Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025), 2025, Porto, Portugal, p. 436-443. Disponível em: https://www.scitepress.org/Papers/2025/132946/132946.pdf. Acesso em: 20 jan. 2025.
BUCHINGER, D.; HOUNSELL, M. O Aprendizado através de um Jogo Colaborativo-Competitivo contra Dengue. In: Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), [S. l.], p. 439, out. 2015. ISSN 2316-6533. DOI: http://dx.doi.org/10.5753/cbie.sbie.2015.439. Disponível em: https://www.br-ie.org/pub/index.php/sbie/article/view/5286/3661 . Acesso em: 12 jan. 2025.
FANG, Z. Integration of film and game: multi-case study on narrative strategies in Hollywood movie gamification. Frontiers in Sociology, v. 10, p.1-11, 2025. Disponível em: https://www.frontiersin.org/journals/sociology/articles/10.3389/fsoc.2025.1534556/full. Acesso em: 19 jan. 2025.
FREIXO, Manuel João Vaz. Metodologia científica: fundamentos, métodos e técnicas. 4 ed. Lisboa: Instituto Piaget, 2011.
GEE, J. P. Video Games, Learning and "Content". In: MILLER, C. T. (Org). Games: Purpose and Potential in Education. 3 ed. Indianapolis: Wiley Publishing Inc., 2008.
JACOBSEN, Daniela Renata. Jogos sociais: aprendendo equações matemáticas de 1º grau através do jogo social "Criminal case" no Facebook. 2014. 181 f. Dissertação (Mestrado) - Universidade Federal de Pelotas, Faculdade de Educação, Programa de Pós-Graduação em Ensino de Ciências e Matemática, Pelotas, 2014. Disponível em: https://repositorio.ufpel.edu.br/bitstream/handle/prefix/2929/JACOBSEN%2c%20Daniela%20Renata.pdf?sequence=1&isAllowed=y . Acesso em: 16 jan. 2025
JARRAH, Hani Yousef; BILAL, Doha Adel Bilal; HALIM, Mona; HELALI, Mamdouh Mosaad; ALALI, Rommel Mahmoud; ALFANDI, Ali Atwa Ali; KHASAWNE, Mohamad Ahmad Saleem. The impact of storytelling and narrative variables on skill acquisition in gamified learning. International Journal of Data and Network Science, v. 8, n. 2, p. 1161-1168, 2024. Disponível em: https://www.growingscience.com/ijds/Vol8/ijdns_2023_218.pdf. Acesso em: 19 jan. 2025.
MANIERO, Viviane C. et al. Estratégias educativas para combater a Dengue, Zika e Chikungunya no Ensino Fundamental II. Ensino Saúde e Ambiente, [S. l.], v. 13, n. 1, p. 318-325, maio 2020. DOI: 10.22409/resa2020.v13i1.a21657. Disponível em: https://periodicos.uff.br/ensinosaudeambiente/article/view/21657 . Acesso em: 12 jan. 2025.
NIELSEN, Jakob. 10 Usability Heuristics for User Interface Design. NN/g Nielsen Norman Group, 2004. Disponível em: https://www.nngroup.com/articles/ten-usability-heuristics/. Acesso em: 21 jan. 2025.
ONU - Organização das Nações Unidas. Objetivo de Desenvolvimento Sustentável (ODS) 3 – Saúde e Bem-Estar. Disponível em: https://brasil.un.org/pt-br/sdgs/3 . Acesso em: 10 jan. 2025.
OPAS/OMS. ORGANIZAÇÃO PAN-AMERICANA DA SAÚDE. Apesar do número recorde de casos de dengue, a América Latina e o Caribe mantêm uma baixa taxa de letalidade. [S. l.], 20 jun. 2024. Disponível em: https://www.paho.org/pt/noticias/20-6-2024-apesar-do-numero-recorde-casos-dengue-america-latina-e-caribe-mantem-uma-baixa . Acesso em: 07 jan. 2025.
ORGANIZAÇÃO PAN-AMERICANA DA SAÚDE (OPAS/OMS). À medida que os casos de dengue aumentam globalmente, o controle de vetores e o envolvimento da comunidade são fundamentais para evitar a disseminação da doença. [S. l.], 03 ago. 2023. Disponível em: https://www.paho.org/pt/noticias/3-8-2023-medida-que-os-casos-dengue-aumentam-globalmente-controle-vetores-e-envolvimento#:~:text=As%20medidas%20para%20conter%20os,janelas%20e%20roupas%20de%20prote%C3%A7%C3%A3o . Acesso em: 13 jan. 2025.
PALOMINO, P.; TODA, A.; WILK, A. Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In: Anais do XX Simpósio Brasileiro de Informática na Educação (SBIE), Porto Alegre, 2019. Rio de Janeiro: Sociedade Brasileira de Computação, 2019, p. 773-782. Disponível em: https://repositorio.usp.br/item/002975817. Acesso em: 19 jan. 2025.
PAVAVIMOL, T.; HEISKANEN, K.; YANG, Q.; AURA, I.; KEROUS, B.; OMETOV, A.; VALKAMA, M.; THIBAULT, M. Focus At Play: Exploring gamification through a case study of Narrative-Based Focus Apps. In: Mindtrek '24: Proceedings of the 27th International Academic Mindtrek Conference, 2024, Tampere, Finlândia. p. 12-23. Disponível em: https://dl.acm.org/doi/pdf/10.1145/3681716.3681717. Acesso em: 21 jan. 2025.
PIMENTEL, Fernando Silvio Cavalcante. Aprendizagem baseada em jogos digitais: teoria e prática. Rio de Janeiro: BG Business Graphics Editora, 2021. 197 p. e-book. ISBN 978-65-992447-6-6.
PREFEITURA Municipal de Sete Lagoas. Nove unidades de saúde terão horário ampliado para suspeitas de Dengue, Chikungunya e Zika. Saúde. 05 jan. 2024. Disponível em: https://cecon.setelagoas.mg.gov.br/detalhe-da-materia/info/nove-unidades-de-saude-terao-horario-ampliado-para-suspeitas-de-dengue-chikungunya-e-zika/70717 . Acesso em: 08 jan. 2025.
PRENSKY, M. Aprendizagem baseada em jogos digitais. São Paulo: Senac, 2012.
PODER360. Américas têm 3 milhões de casos de dengue em 2023; Brasil lidera. [S. l.], 2023. Disponível em: https://www.poder360.com.br/saude/americas-tem-3-milhoes-de-casos-de-dengue-em-2023-brasil-lidera/ . Acesso em: 06 jan. 2025.
SHARMA, D.; SHARMA, J.; MEHTA, N. THE ART OF GAMIFICATION FOR SOCIETAL MIND SHIFTS: REFINING HUMAN BEHAVIOUR THROUGH STRATEGIC ENGAGEMENT. ShodhKosh: Journal of Visual and Performing Arts, [S. l.], v. 5, n. 1, p. 619–631, 2024. DOI: 10.29121/shodhkosh.v5.i1.2024.855. Disponível em: https://www.granthaalayahpublication.org/Arts-Journal/ShodhKosh/article/view/855. Acesso em: 22 jan. 2025.
SILVA, F. C. V.; BRITO, P. K. H.; LEANDRO, G. B.; SILVA, B. N.; FERNANDES, M. C. Utilização das tecnologias cuidativo-educacionais para prevenção de dengue, zika e chikungunya em adolescentes: um relato de experiência. In: 6º CONGRESSO REGIONAL DE FORMAÇÃO EM SAÚDE (CONGREFIP), 2017, Patos/PB. Anais eletrônicos. Disponível em: https://www.editorarealize.com.br/editora/anais/congrefip/2017/TRABALHO_EV069_MD1_SA2_ID444_02042017203226.pdf . Acesso em: 17 jan. 2025.
SOUZA NETO, Félix de; ALVES, Lynn. Jogos digitais e aprendizagem: um estudo de caso sobre a influência do design de interface. In: SBGAMES, 9., 2010, Florianópolis. Anais... Porto Alegre: SBC, 2010. Disponível em: http://repositoriosenaiba.fieb.org.br/handle/fieb/673 . Acesso em: 16 jan. 2025.
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
a. Authors retain copyright and grant the journal the right of first publication, with the work simultaneously licensed under the Creative Commons Attribution–NonCommercial 4.0 International License, which permits sharing and adaptation, provided that it is for non-commercial purposes and that proper credit is given.
b. Authors are authorized to enter into additional, separate agreements for non-exclusive distribution of the version of the work published in this journal (e.g., publishing in an institutional repository or as a book chapter), with acknowledgment of authorship and initial publication in this journal.

