The Previna board game was designed to be a complementary tool in the teaching and learning process about STIs for imprisoned women. The results showed that this educational technology significantly increased the players' knowledge about STIs and that this increase in knowledge remained significant during follow-up. This suggests that there was knowledge retention in the period researched. The increase in knowledge was also present in other studies that used board games for educational purposes [13,14,15,16]. The knowledge retention observed in this study is a result that draws attention, as the school teachers frequently mentioned that the women had difficulty retaining the contents taught in the classroom. This suggests that the approach to content may or may not favor this process. In this way, the board game can be used to present educational content to adult students in order to address their learning needs [14] and to make learning more significant and engaging. Regardless of
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