Use of Gamification in the Higher Degree of Professional Image Training for Diagnosis
DOI:
https://doi.org/10.14422/pym.i387.y2021.005Keywords:
professional training, escape room, didactic proposal, scientific education, educational innovationAbstract
This article is about the experience of the use of gamification as an educational tool in the professional training cycle of Superior Image Technician for Diagnosis: an escape room was developed to promote the acquisition of competences in students of said Degree. The objectives to be achieved, the characters and scenarios of the activity, the tests to be carried out and the conclusions obtained after executing the game are described. The idea was for the students to act as true X-ray technicians and face certain tests depending on the condition of the patients and the work rooms that made up the activity.
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