Anatomía Radiológica y realidad aumentada: metodología basada en la ludificación para su aprendizaje
Julia Dugnol Menéndez, Estíbaliz Jiménez Arberas, Luisa Ruiz Fernández, David Fernández Valera, Jesús Manuel Merayo - Lloves · 2020
In recent years, gamification in the classroom has gone from being used primarily in the school environments to also being used at universities. The present work shows and compares a gamification experience carried out in students belonging to both higher education and non-university higher education. It is a questionnaire-type game based on real clinical cases of Radiology and Radiological Anatomy, in which the student advances as the answer shown through augmented reality is correct. After playing, the theoretical-practical knowledge acquired will be analyzed and statistically significant improvements will be observed. Finally, satisfaction surveys indicate that both student profiles prefer to use gamification tools in their learning and the development of their skills.