Prototypes of Digital Simulators and Board Games for Cervical Cancer Prevention: Insights from Cytology Professionals

Introduction: This study explores the importance of robust pathology education for health science students, emphasizing the challenges of curriculum standardization, inconsistencies, and limited access to practical experiences. In Brazil’s public health landscape, cervical cancer remains a significant challenge, underscoring the need for preventive measures such as Human Papillomavirus (HPV) detection testing. Objective: To address gaps in the educational field, tools like digital simulators and board games offer promising potential for fostering practical and dynamic learning experiences. Methods: A simulator was developed on the Unity platform, integrating features of a physical board game to enhance interactivity. In the first phase of this study, perceptions of gynaecological cytology professionals were evaluated regarding the use of a digital simulator as a complementary tool for skill development. Subsequently, a small group of students tested the simulator and assessed it using the categories of the Pleasure Framework to capture affective responses. Results: Among 74 professionals surveyed, 50% strongly agreed that using a digital simulator would improve their training in gynaecological cytology, and 36% believed it would positively contribute to clinical practice. Nursing students reported positive emotional engagement during the test sessions, particularly in the categories of simulation, exploration, and camaraderie. Conclusion: Assessing this educational technology is crucial for determining its effectiveness in improving the teaching and learning process and its potential integration into academic health training.

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Publication Details

Journal
Journal on Interactive Systems
Published
2025-09-19
DOI
https://doi.org/10.5753/jis.2025.5633
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

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article

Prototypes of Digital Simulators and Board Games for Cervical Cancer Prevention: Insights from Cytology Professionals

Camilo Lellis‐Santos, L. Müller, Andressa Germano, Andréa Cristina de Moraes Malinverni et al.
Journal on Interactive Systems
Educational Games and Gamification
article

Prototypes of Digital Simulators and Board Games for Cervical Cancer Prevention: Insights from Cytology Professionals

Camilo Lellis‐Santos, L. Müller, Andressa Germano, Andréa Cristina de Moraes Malinverni, André Luiz Brandão, Larissa Dias Assunção Ruiz, Gabriela Cristina da Costa Gonçalves, Bruno R. Galindo, Miguel A. T. Sepulvedra
article en

Abstract

Introduction: This study explores the importance of robust pathology education for health science students, emphasizing the challenges of curriculum standardization, inconsistencies, and limited access to practical experiences. In Brazil’s public health landscape, cervical cancer remains a significant challenge, underscoring the need for preventive measures such as Human Papillomavirus (HPV) detection testing. Objective: To address gaps in the educational field, tools like digital simulators and board games offer promising potential for fostering practical and dynamic learning experiences. Methods: A simulator was developed on the Unity platform, integrating features of a physical board game to enhance interactivity. In the first phase of this study, perceptions of gynaecological cytology professionals were evaluated regarding the use of a digital simulator as a complementary tool for skill development. Subsequently, a small group of students tested the simulator and assessed it using the categories of the Pleasure Framework to capture affective responses. Results: Among 74 professionals surveyed, 50% strongly agreed that using a digital simulator would improve their training in gynaecological cytology, and 36% believed it would positively contribute to clinical practice. Nursing students reported positive emotional engagement during the test sessions, particularly in the categories of simulation, exploration, and camaraderie. Conclusion: Assessing this educational technology is crucial for determining its effectiveness in improving the teaching and learning process and its potential integration into academic health training.

Journal on Interactive SystemsVol. 16(1)
Ministry of Culture (IN), Universidade Estadual de Campinas (UNICAMP) (BR), Universidade Federal do ABC (BR), Universidade Federal de São Paulo (BR)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior, Fundação de Desenvolvimento da Pesquisa
Openalex Percentile: Top 72%
Educational Games and Gamification
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