Techno-pedagogical Knowledge of Content in Teachers of Intensive Professional Practices of Kinesiology: Gamification as a Tool in Clinical Training
Keywords:
gamification, educational technology, competencesAbstract
Within the framework of a doctoral thesis whose objective is oriented to the understanding of the Techno-pedagogical Knowledge of the Content of teachers in the Health Sciences area at the National University of the Northeast, it is presented the case of an instructor teacher in charge of one of the areas of rotation of the intensive professional practices of the Bachelor's Degree in Kinesiology. On this occasion, the proposal “Therapeutic games with X.Box” is addressed as an alternative way that seeks to amalgamate didactic, technological and disciplinary domains for the development of specific professional competences within a clinical training space. Information is obtained from interviews, documentary analysis and non-participant observation of classes. The writing/analysis of the case is done in narrative terms. The results are organized into three blocks: a) Reconfiguration of technological tools as artifices of formation; b) Gamification as a teaching strategy in kinesics training; and c) Training and collaborative/reflective work of teachers around the use of ICT. It is concluded that Techno-pedagogical Content Knowledge is a key tool in the development of powerful training experiences, which poses new challenges for the curricular integration of technologies in university classrooms.