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The impact of a mobile application in knowledge’s acquisition about antihypertensives

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Detalhes bibliográficos
Resumo:Hypertension has been described as the most prevalent risk factor for cardiovascular diseases, which are the main cause of death worldwide. In Portugal, in 2015, its prevalence was of 36%. This pathology’s therapeutic success depends upon a good knowledge about the therapeutic alternatives available. There is, therefore, imperative to insure that the learning process is efficient. In order to improve it, in a more appealing and effective way, there has been an increase in the employ of digital tools. This study aimed to assess the impact of a mobile application in knowledge’s acquisition and/or consolidation about antihypertensives, in higher education Pharmacy students. The study took place in Superior Health School of Porto, Portugal, with a sample of 141 students. Data was collected by applying two questionnaires. The first was applied in the beginning of the study and the second after the usage of the mobile application. Four groups of study were defined, that varied in accordance with the application’s usage frequency: group A (2/week); group B (4/week); group C (every day), group D (control group). The study revealed an evident evolution from the first to the second questionnaire, in all course years (p<0,001) and study groups (p<0,001). There was an evolution of 31,34% in group A, 45,18% in group B and 49,37% in group C. It can be concluded that mobile applications, namely digital games educationally directed, can be useful tools in higher education students.
Autores principais:Capitão, Romana
Outros Autores:Gonçalves, Helena; Ferraz Oliveira, Rita
Ano:2020
País:Portugal
Tipo de documento:artigo
Tipo de acesso:unknown
Instituição associada:Instituto Politécnico do Porto
Idioma:português
Origem:PRATICA - Revista de Pesquisa Multimídia sobre Inovação Pedagógica e Práticas de e-Learning
Descrição
Resumo:Hypertension has been described as the most prevalent risk factor for cardiovascular diseases, which are the main cause of death worldwide. In Portugal, in 2015, its prevalence was of 36%. This pathology’s therapeutic success depends upon a good knowledge about the therapeutic alternatives available. There is, therefore, imperative to insure that the learning process is efficient. In order to improve it, in a more appealing and effective way, there has been an increase in the employ of digital tools. This study aimed to assess the impact of a mobile application in knowledge’s acquisition and/or consolidation about antihypertensives, in higher education Pharmacy students. The study took place in Superior Health School of Porto, Portugal, with a sample of 141 students. Data was collected by applying two questionnaires. The first was applied in the beginning of the study and the second after the usage of the mobile application. Four groups of study were defined, that varied in accordance with the application’s usage frequency: group A (2/week); group B (4/week); group C (every day), group D (control group). The study revealed an evident evolution from the first to the second questionnaire, in all course years (p<0,001) and study groups (p<0,001). There was an evolution of 31,34% in group A, 45,18% in group B and 49,37% in group C. It can be concluded that mobile applications, namely digital games educationally directed, can be useful tools in higher education students.

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