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Objective: to describe the leading role of school adolescents in the creation of a storyboard for a digital educational game on leprosy. Method: qualitative research-action study. Carried out in a public school in the state of Pernambuco (Brazil) in 2019. There were eight pedagogical workshops with students, for the understanding and creation of the educational digital game, using Scratch software version 2.0. The production process followed the development model of digital educationaldoi:10.5380/ce.v26i0.71478 doaj:4e2b3d2c80ae44ff8e7b3672739d22a3 fatcat:o5jdlfr6sngbbjtcolso3zhdye