Alayne Larissa Martins Pereira

Dr. Alayne Larissa Martins Pereira

orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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21 October 2020 in JMIR Serious Games
Verified
Journal Article
Open access
APAlayne Larissa Martins Pereira
Alayne Larissa Martins Pereira
CLCasandra Genoveva Rosales Martins Ponce Leon
Casandra Genoveva Rosales Martins Ponce Leon
LRLaiane Medeiros Ribeiro
Laiane Medeiros Ribeiro
GBGuilherme Da Costa Brasil
Guilherme Da Costa Brasil
KCKaren Karoline Gouveia Carneiro
Karen Karoline Gouveia Carneiro
Silvana Schwerz FunghettoSilvana Schwerz Funghetto
Silvana Schwerz Funghetto
Background: Worldwide, patient safety has been a widely discussed topic and has currently become one of the greatest challenges for health institutions. This concern is heightened when referring to children. Objective: The goal of this study was to develop a virtual learning environment for medication administration, as a tool to facilitate the training process of undergraduate nursing students. Methods: Descriptive research and methodological development with a quantitative and qualitative approach were used with stages of design-based research as methodological strategies. For the development of the virtual environment, 5 themes were selected: rights of medication administration, medication administration steps, medication administration routes, medication calculation, and nonpharmacological actions for pain relief. After development, 2 groups—expert judges in the field of pediatrics and neonatology for environment validation and undergraduate nursing students for the assessment—were used to assess the virtual learning environment. For the validation of the virtual learning environment by expert judges, the content validity index was used, and for the evaluation of the students, the percentage of agreement was calculated. Results: The study included 13 experts who positively validated the virtual environment with a content validity index of 0.97, and 26 students who considered the content suitable for nursing students, although some adjustments are necessary. Conclusions: The results show the benefit of the virtual learning environment to the training of nursing students and professional nurses who work in health care. It is an effective educational tool for teaching medication administration in pediatrics and neonatology and converges with the conjectures of active methodologies.

12 December 2024 in Nutrients
Verified
Journal Article
Open access
PDF file
APAlayne Larissa Martins Pereira
Alayne Larissa Martins Pereira
RTRaiza Trombini
Raiza Trombini
YBYuri Gustavo Gustavo de Sousa BARBALHO
Yuri Gustavo Gustavo de Sousa BARBALHO
MSMarina Morato Stival
Marina Morato Stival
LLLuciano Ramos de Lima
Luciano Ramos de Lima
Silvana Schwerz FunghettoSilvana Schwerz Funghetto
Silvana Schwerz Funghetto
Background: Poor adherence to antihypertensive treatment is a common problem among elderly hypertensive patients and one of the leading causes of inadequate blood pressure control. In this sense, it is essential to improve strategies for effective communication in managing hypertension treatment for this group. Objective: This study aimed to validate the text messages of a mobile application to aid adherence to antihypertensive treatment, nutrition, and physical activity among older adults with hypertension treated in Brazilian public primary health care. Methods: This descriptive, methodological development study with a quantitative approach was carried out between March and August 2024. Results: A total of 27 messages were constructed and validated by 13 experts, and this stage was divided into two rounds. The Content Validity index and percentage of agreement were used in the validation process. The messages were developed using theory, national guidelines, validation, and expert review. Conclusions: Text messages for adherence to antihypertensive treatment involving medication, nutrition, and physical activity have enormous potential with the target audience studied.

4 November 2025 in JMIR Serious Games
Verified
Journal Article
Open access
YBYuri Gustavo Gustavo de Sousa BARBALHO
Yuri Gustavo Gustavo de Sousa BARBALHO
Calliandra de Souza SilvaCalliandra de Souza Silva
Calliandra de Souza Silva
Carla Silvia FernandesCarla Silvia Fernandes
Carla Silvia Fernandes
RTRaíza Trombini
Raíza Trombini
PMPatrícia Littig Melo
Patrícia Littig Melo
Silvana Schwerz FunghettoSilvana Schwerz Funghetto
Silvana Schwerz Funghetto
Background: Population aging underlines the critical need to improve health professional training to adequately care for adults aged >60 years. Developing educational resources to support academics and professionals presents a valuable opportunity to enhance understanding of health conditions and improve clinical management. Serious games are designed to develop teaching, training, and learning skills. Their use in the educational setting is warranted, as they integrate digital aspects and gamification to create a playful experience for content acquisition. Deepening this theme in nursing education will improve assistance to the older adult population, leading to more qualified care based on gerontological practices and comprehensive health care for older adults. Objective: This study aims to develop and validate a serious game on older adult health for undergraduate nursing students. Methods: This quantitative and descriptive methodological study, conducted between February 2023 and December 2023 at a public university in the Federal District of Brazil, involved the active participation of 27 undergraduate nursing students in their eighth to tenth semesters. The game, Health Unit in Focus (HUF), was developed and validated with their input. It features 75 clinical cases distributed across 3 themes: pharmacology, metabolic syndrome, and semiology. Of the 40 students initially enrolled, 27 completed the study. The app was validated using the System Usability Scale and student feedback, and the results were reported following the Game-Based Intervention Reporting Guidelines (GAMING). Results: The participants had a mean age of 22.67 (SD 1.44) years, were mostly female (20/27, 74%), and were in their eighth semester (26/27, 96%). The game received an average System Usability Scale score of 85.75 (median 86.57), classified as excellent, as all evaluated items scored >75. Participants considered the game easy to use; accessible; practical; and rich in well-founded, useful content. This high usability score, coupled with the overwhelmingly positive feedback from the students, instills confidence in the game’s effectiveness. Furthermore, 100% (27/27) of students agreed that learning through games is effective and expressed interest in incorporating more interactive games into their training. The serious game HUF showed good usability, as its overall score was “excellent,” with its highest score in the odd-numbered items that addressed the positive aspects identified in the analysis. Conclusions: The serious game HUF is not just a valid and reliable tool for training nursing students but also an engaging and interactive approach to learning. Its ability to captivate and involve students in the learning process is a testament to its potential to revolutionize nursing education. It is essential that the development of new methodological resources, such as serious games, be based on scientific evidence to guarantee greater reliability and success in achieving their established objectives.

14 February 2020 in JMIR Preprints
Verified
Preprint
Open access
APAlayne Larissa Martins Pereira
Alayne Larissa Martins Pereira
CLCasandra Genoveva Rosales Martins Ponce Leon
Casandra Genoveva Rosales Martins Ponce Leon
LRLaiane Medeiros Ribeiro
Laiane Medeiros Ribeiro
GBGuilherme Da Costa Brasil
Guilherme Da Costa Brasil
KCKaren Karoline Gouveia Carneiro
Karen Karoline Gouveia Carneiro
Silvana Schwerz FunghettoSilvana Schwerz Funghetto
Silvana Schwerz Funghetto
BACKGROUND Worldwide, patient safety has been a widely discussed topic and has currently become one of the greatest challenges for health institutions. This concern is heightened when referring to children. OBJECTIVE The goal of this study was to develop a virtual learning environment for medication administration, as a tool to facilitate the training process of undergraduate nursing students. METHODS Descriptive research and methodological development with a quantitative and qualitative approach were used with stages of design-based research as methodological strategies. For the development of the virtual environment, 5 themes were selected: rights of medication administration, medication administration steps, medication administration routes, medication calculation, and nonpharmacological actions for pain relief. After development, 2 groups—expert judges in the field of pediatrics and neonatology for environment validation and undergraduate nursing students for the assessment—were used to assess the virtual learning environment. For the validation of the virtual learning environment by expert judges, the content validity index was used, and for the evaluation of the students, the percentage of agreement was calculated. RESULTS The study included 13 experts who positively validated the virtual environment with a content validity index of 0.97, and 26 students who considered the content suitable for nursing students, although some adjustments are necessary. CONCLUSIONS The results show the benefit of the virtual learning environment to the training of nursing students and professional nurses who work in health care. It is an effective educational tool for teaching medication administration in pediatrics and neonatology and converges with the conjectures of active methodologies.

4 March 2026 in Proceedings
Verified
Conference Paper
Open access
PDF file
Silvana Schwerz FunghettoSilvana Schwerz Funghetto
Silvana Schwerz Funghetto
APAlayne Larissa Martins Pereira
Alayne Larissa Martins Pereira
MSMarina Morato Stival
Marina Morato Stival
GAGiovana Martins Alcantara
Giovana Martins Alcantara
ISIZABEL CRISTINA RODRIGUES DA SILVA
IZABEL CRISTINA RODRIGUES DA SILVA
RTRaíza Trombini
Raíza Trombini
Introduction: Systemic arterial hypertension (SAH) is a prevalent chronic condition among the elderly, requiring continuous pharmacological treatment and self-care

9 September 2024 in JMIR Preprints
Verified
Preprint
Open access
YBYuri Gustavo Gustavo de Sousa BARBALHO
Yuri Gustavo Gustavo de Sousa BARBALHO
Calliandra de Souza SilvaCalliandra de Souza Silva
Calliandra de Souza Silva
Carla Silvia FernandesCarla Silvia Fernandes
Carla Silvia Fernandes
RTRaíza Trombini
Raíza Trombini
PMPatrícia Littig Melo
Patrícia Littig Melo
Silvana Schwerz FunghettoSilvana Schwerz Funghetto
Silvana Schwerz Funghetto
BACKGROUND Population aging underlines the critical need for improving health professional training to adequately care for older adults (over 60 years old). OBJECTIVE Develop and validate a serious game on older adult health for undergraduate nursing students. METHODS This quantitative and descriptive methodological study, conducted between February and December 2023 at a public university in the Federal District, involved the active participation of 27 8th-year undergraduate nursing students. The game, 'Unidade de Saúde em Foco' ('Health Unit in Focus'), was developed and validated with their input. It features 75 clinical cases distributed across three themes: pharmacology, metabolic syndrome, and semiology. The application was validated using the SUS, and the students' feedback. RESULTS Of the 40 students initially enrolled, 27 completed the study. The game received an average SUS score of 85.75 (median: 86.57), classified as excellent—all evaluated items scored above 75. Participants considered the game easy to use, accessible, practical, and rich in well-founded, useful content. This high usability score, coupled with the overwhelmingly positive feedback from the students who found the game easy to use, accessible, practical, and rich in well-founded, useful content, instills confidence in the game's effectiveness. Furthermore, 100% of students agreed that learning through games is effective and expressed interest in incorporating more interactive games into their training. CONCLUSIONS The Serious Game' Unidade de Saúde em Foco' ('Health Unit in Focus') is not just a valid and reliable tool for training nursing students, but also an engaging and interactive approach to learning. Its ability to captivate and involve students in the learning process is a testament to its potential to revolutionize nursing education.