Validation of the educational game positivamente for the prevention of drug abuse by school adolescents
Abstract
Objective: to perform the validation of the appearance and content of educational technology – board game PositivaMente for the prevention of drug abuse by school adolescents. Method: methodological study of instrument validation with a sample of nine judges with experience with the theme and method. The selection and recruitment were made through the Lattes Curriculum, as well as articles published in the area and “snowball” technique. The collection took place in two cycles, between August and November 2018, through an electronic questionnaire. Content Validity Index (CVI) was used to validate the items. The aspects with agreement less than 0.8 were altered, according to the analysis of the judges' suggestions. Results: The judges were of various expertise, such as education, adolescent health, mental health and drugs and digital game design. The CVI was 0.82 in the first cycle. After the game modifications, in the second cycle, the CVI was 0.99. Final considerations: PositivaMente play is an educational technology validated by judges to be used as an alternative to traditional methods of preventing drug abuse by adolescents.
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References
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