HIDDEN DENGUE

DEVELOPMENT OF AN EDUCATIONAL GAME FOCUSED ON USABILITY, NARRATIVE, AND SOCIAL AWARENESS

Authors

DOI:

https://doi.org/10.63418/mqs5ec31

Keywords:

Dengue, Storytelling, Usability, Digital learning, Health education

Abstract

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.

Author Biographies

  • Jardel Lucas Garcia, Centro Universitário Una

    He holds a bachelor’s degree in Information Systems from the Faculdade Cenecista de Sete Lagoas, a postgraduate degree in Java Application Design from the Institute of Management in Information Technology (IGTI), and a teaching degree in Languages from Universidade Braz Cubas. He researches, produces, and advances essential knowledge in the field of Education and in the integration of technology into projects aimed at supporting teachers and students worldwide. He worked as a Specialist in Educational Technologies, being responsible for the Virtual Learning Environments (VLEs) at IBCMED (Brazilian Institute of Medical Sciences), where he also served as Coordinator of the Higher Education Program in Computer Networks Technology, Coordinator of the Higher Education Program in Systems Analysis and Development Technology, Extension Coordinator, and professor. He is a faculty member at Centro Universitário UNA (Sete Lagoas) in the area of Information Technology and Computing, a reference professor within Curriculum Unit Management (curriculum, assessment, teacher education, curation, and production of teaching materials), and a teacher of English language and technology in the Minas Gerais State Public Education Network, where he also serves as Vice Principal. He researches and develops projects in e-learning, distance education, Virtual Learning Environments, and Active Learning Methodologies.

  • João Vitor do Vale Marques, Minas Gerais State University

    Graduated in Design from the Federal University of Maranhão. Holds a Master’s degree in Design from the Graduate Program in Design at the School of Design of the Minas Gerais State University (UEMG). PhD candidate in Design in the same program. Professor at Centro Universitário UNA and UNI-BH. His research focuses on the relationships between design, video games, virtual environments, sound and level design, player interaction and experience, and symbolic construction in digital games.

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Published

2026-01-29

Issue

Section

OPEN THEME

How to Cite

GARCIA, Jardel Lucas; MARQUES, João Vitor do Vale. HIDDEN DENGUE: DEVELOPMENT OF AN EDUCATIONAL GAME FOCUSED ON USABILITY, NARRATIVE, AND SOCIAL AWARENESS. Cine-Forum Collective Journal, [S. l.], v. 4, n. 1, p. rccf000127, 2026. DOI: 10.63418/mqs5ec31. Disponível em: https://revistacoletivocineforum.com.br/index.php/cineforum/article/view/110. Acesso em: 11 mar. 2026.

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