By Israel Neto | Project Manager
In recent months, the focus of the project's activities has been to improve and adjust the "game", from the structure of the phases to the design and illustrations. The technical team responsible for the artistic part has held a series of meetings in collaboration with psychologists and project coordinators, aiming to improve and adjust all necessary aspects. The objective is to ensure that young people who participate in the tests have the best experience possible, and, most importantly, that the results obtained are true to reality. This will allow us to take appropriate action to alert and refer those identified with tendencies towards impaired mental health.
Furthermore, the team has been committed to improving its research on the topic. This includes conversations with the parents of the young people involved, analysis of practical cases, as well as reviewing relevant materials, reports and articles on mental health. This multidisciplinary and comprehensive approach has been fundamental in ensuring that the project is based on solid theoretical and practical knowledge, providing a holistic and effective approach to dealing with issues related to young people's mental health.
Remembering the objective of the project:
Develop and validate methods for tracking depressive symptoms and tendencies in adolescents in the form of a serious, digital and scientific game, applicable in the school environment.
This project proposes to act on two fronts:
• Study and map students' mental health.
• Support guidance to participating public schools on preventing and coping with socio-emotional and mental demands frequently present in students' lives.
Furthermore, it intends to discuss care and interventions in situations of imminent risk/emergency, such as suicide prevention.
Specific objectives:
• Check the internal consistency of the digital version of the tests for teenagers.
• Carry out what-if analyses.
• Determine the reliability of the digital version test for adolescents.
• Develop and validate a method to track depressive tendencies in adolescents based on choice of preferred images.
• Validate computerized cognitive assessment methods for screening depressive conditions in adolescents.
Given the importance of the topic and its application, the project not only follows a bureaucratic routine, but is also intense work that requires enormous attention and research from the teams involved on both sides, its validation and approval presuppose important responsibilities and investment of time study, evaluation, information exchange and data analysis.
Each environment in each phase of the game is carefully produced, in a friendly and inviting way, to encourage young people to respond.
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