"Semiology's monsters": experience of using gamification in undergraduate health courses
DOI:
https://doi.org/10.22169/revint.v20.e25do206Keywords:
higher education, activemethodology, gamification, health teaching, universityAbstract
Learning technical terms in healthcare degrees is a requirement to improve communication and avoid errors in teamwork. The objective of this work was to report the development and implementation of a pedagogical practice for learning technical terms, called "Monsters of Semiology" carried out in two stages, one in the classroom and the other mediated by technology. It was carried out in a Health course at a public university in Brazil. The results demonstrate that the activity has the potential to stimulate the learning of technical terms in a collaborative way, providing more active student learning. It is concluded that, although it was created in a health teaching context, the activity can also be adapted and have applicability in any other areas that require the learning of terms and vocabulary.
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