Evidence map›Paper›PMID 41812514›Full record

ArticleClinics (Sao Paulo, Brazil)2026

A gamified approach to burn education among Brazilian youth: The "Burn Game" pilot study.

Felipe Giraldo Alvarez Gonçalves, Vinicius Oberdan Souza Reis, Vinicius Freire Costa Alves, Bruno Damico Terada, José Maria Soares Junior, Patricia Zen Tempski, Sérgio Henrique Bastos Damous, Edivaldo Massazo Utiyama, Rolf Gemperli, Cristina Pires Camargo

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Article in Clinics (Sao Paulo, Brazil), 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

What it found

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2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

10 authors.

Felipe Giraldo Alvarez GonçalvesFaculdade de Medicina, Universidade de São Paulo, São Paulo, SP, Brazil.
Vinicius Oberdan Souza ReisFaculdade de Medicina, Universidade de São Paulo, São Paulo, SP, Brazil.
Vinicius Freire Costa AlvesFaculdade de Medicina, Universidade de São Paulo, São Paulo, SP, Brazil.
Bruno Damico TeradaFaculdade de Medicina, Universidade de São Paulo, São Paulo, SP, Brazil.
José Maria Soares JuniorDisciplina de Ginecologia, Departamento de Obstetrícia e Ginecologia, Hospital das Clínicas, Faculdade de Medicina, Universidade de São Paulo, São Paulo, SP, Brazil.
Patricia Zen TempskiCenter for Development of Medical Education, Faculdade de Medicina da Universidade de São Paulo, São Paulo, SP, Brazil.
Sérgio Henrique Bastos DamousHospital das Clínicas da Faculdade de Medicina da Universidade de São Paulo, Disciplina de Cirurgia Geral e Trauma, São Paulo, SP, Brasil.
Edivaldo Massazo UtiyamaHospital das Clínicas da Faculdade de Medicina da Universidade de São Paulo, Disciplina de Cirurgia Geral e Trauma, São Paulo, SP, Brasil.
Rolf GemperliLaboratory of Plastic Surgery and Regenerative Medicine, Faculdade de Medicina, Universidade de São Paulo, São Paulo, SP, Brazil.
Cristina Pires CamargoLaboratory of Plastic Surgery and Regenerative Medicine, Faculdade de Medicina, Universidade de São Paulo, São Paulo, SP, Brazil. Electronic address: cristinacamargo@usp.br.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionBurn injuries are a significant global health concern, with an estimated 8.4 million cases annually. Although specific cost data from Brazil are limited, international reports estimate an average burn-related hospitalization cost of USD 88,218. Educational tools for populations are desirable to prevent burn injury. Thus, the authors designed a gamified model to promote burn education and prevention among Brazilian students.

methodsThe intervention was conducted in four public schools, three High Schools (HS) and one Vocational School (VS). Students first completed a 21-question online pre-test assessing their baseline knowledge. A 20-minute lecture followed, covering burn classification and prevention. Students then participated in an interactive online trivia game (Burn Game) designed to reinforce learning. Finally, they completed the same test as a post-intervention assessment.

resultsA total of 134 students participated (73 from VS, 61 from HS), with a mean age of 18.6 ± 4.9 years; 73.13% were female. Post-test scores improved significantly across the participants, with 132 students showing higher scores. The overall mean score difference was 7.16-points (95% CI: 6.47-7.86; p < 0.001). Subgroup analysis revealed gains in both VS (MD = 6.08; 95% CI: 5.33-6.83) and HS students (MD = 8.46; 95% CI: 7.41-9.51), with HS students showing the greatest improvement.

conclusionThe present study suggests that gamified teaching indeed contributed to significantly increasing students' knowledge about burn prevention and classification.

Indexed as

BurnEducationGamification

Identifiers

PMID41812514
PMCPMC12994068

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LicenceCC BY
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.