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Mobile devices, as persuasive technologies, represent an important platform to promote changes in attitudes and behaviors. They are not only understood as tools, but as a learning process that provides different opportunities to learn how to learn. The objectives of the study were to measure the quality of a virtual mobile learning object, to measure the mental workload of the educational intervention, and to evaluate the learning results. This is a technological production study with a mixed method, quasi-experimental approach. Three simulated clinical scenarios comprise the m-OVADor@, allowing for a simulated evaluation of acute pain through interactive tools. The technology met the quality criteria for educational software, with low mental workload, demonstrating a significant strategy for learning about pain among nursing students.
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