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  4. CONGA: CONscientization GAme for Colon Cancer Literacy in Last-Semester Software Engineering Students
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CONGA: CONscientization GAme for Colon Cancer Literacy in Last-Semester Software Engineering Students

Journal
Computers
ISSN
2073-431X
Date Issued
2026
Author(s)
Franklin Parrales-Bravo
Jonatan Guillen-Salabarria
Jadán Guerrero, Janio  
Centro de Investigación de Ciencias Humanas y de la Educación  
Leonel Vasquez-Cevallos
Type
journal-article
DOI
10.3390/computers15030143
URL
https://cris.indoamerica.edu.ec/handle/123456789/10046
Abstract
This study aimed to evaluate the effectiveness of the CONGA game, an interactive and gamified digital tool that uses AI-generated or manually created questions with feedback, to improve colon cancer literacy among tenth- semester Software Engineering students at the University of Guayaquil. Grounded in Paulo Freire’s critical pedagogy, CONGA operationalizes the concept of “conscientização” (critical consciousness awakening) by engaging learners in dialogical reflection on medical myths and encouraging critical evaluation of health information sources. This work addresses an age group—emerging adulthood—that is often overlooked in cancer prevention campaigns despite increasing cancer incidence in this population. The game incorporates an adaptive engine that personalizes difficulty and scoring based on player performance, enhancing engagement and learning personalization. A controlled experiment compared the game-based intervention with traditional lecture-based instruction, using pre- and post-test assessments to measure knowledge gains and misconception reduction. Results demonstrated that the CONGA group achieved a significantly higher post-test correct response rate of 82%, compared to 57% in the traditional instruction group, and showed a 70.4% reduction in incorrect responses versus 42.4% in the control group. These findings indicate that CONGA’s adaptive, feedback-driven design was more effective in enhancing short-term knowledge acquisition and immediate conceptual clarification following a single session. The study concludes that, based on immediate post-intervention assessments, gamified learning represents a scalable and engaging pedagogical strategy for colon cancer literacy, particularly in our local younger population. However, these results reflect short-term learning gains measured immediately after a single session, and further research is needed to evaluate long-term knowledge acquisition.
Subjects

adaptive learning

colon cancer literacy...

digital intervention

educational game

gamification

health education

Investigación Indoamérica

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