Memory
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Published 2022-09-26
Keywords
- edaucational game,
- learning,
- theaching,
- information and communication technologies,
- gamificaction
How to Cite
Nova Gallo, V. M., & Aguirre Aguirre, C. L. (2022). First olympics of life- gamification in the classroom. Revista Docencia Universitaria, 25–26. https://doi.org/10.18273/revdu.vesp1-2022013
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Abstract
The participation of the student in the subject "Physiotherapeutic Intervention", in the pediatric area, focuses on assessment and intervention activities aimed at children in which guidance and education are provided to improve the quality of life of families in the Mother Kangaroo Program. The objective was to strengthen the achievement of cognitive, procedural, communicative, and social competencies through a teaching-learning experience that incorporates ICT through gamification.
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