Bibliographic citations
Huamani, A., (2021). Desarrollo de un Serious Game para la campaña de prevención y despistaje del VIH/SIDA dirigida a adolescentes y jóvenes adultos caso: Colegio Luis Vallejos Santoni distrito de Andahuaylillas [Tesis, Universidad Andina del Cusco]. https://hdl.handle.net/20.500.12557/3929
Huamani, A., Desarrollo de un Serious Game para la campaña de prevención y despistaje del VIH/SIDA dirigida a adolescentes y jóvenes adultos caso: Colegio Luis Vallejos Santoni distrito de Andahuaylillas [Tesis]. PE: Universidad Andina del Cusco; 2021. https://hdl.handle.net/20.500.12557/3929
@misc{renati/1126861,
title = "Desarrollo de un Serious Game para la campaña de prevención y despistaje del VIH/SIDA dirigida a adolescentes y jóvenes adultos caso: Colegio Luis Vallejos Santoni distrito de Andahuaylillas",
author = "Huamani Cusi, Aldair",
publisher = "Universidad Andina del Cusco",
year = "2021"
}
This research was carried out with the objective of determining the usefulness of using a serious game in the prevention of HIV/AIDS. A study of the type applied to research in which a serious game type video game develops is presented; In the first stage of the serious game development, Lean Startup methodology is used for the generation of a minimum viable product, the Scrum agile development method is used for the production of the video game prototype. The serious game’ development takes place in the implementation of this on a group of students from high school Luis Vallejos Santoni. Worked with a group of 11 students from the fifth grade of high school Luis Vallejos Santoni, from a population of 40 students. In the investigation the studies are presented: in the first, the level of knowledge about the prevention of HIV / AIDS of the students is compared before and after using the video; in accordance with the experience of using the serious game by students. The results for the first study show that there is a significant difference between the level of knowledge about HIV / AIDS before and after using the serious game. In the second study, the results corresponding to the user experience according to the indicators of: level of challenge, satisfaction of use, intuitive surroundings, complexity of controls, complexity of information presented in serious game and percentage of capture of information are indicated. the information presented in the serious game.
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