Percepción estudiantil sobre realidad virtual como recurso didáctico innovador para el razonamiento clínico en Kinesiología
DOI:
https://doi.org/10.22201/fm.20075057e.2026.59.25737Keywords:
Virtual reality, clinical reasoning, education, video gamesAbstract
Introduction: Clinical reasoning (CR) is a key skill in the training of health professionals. However, its development may be limited by traditional, less participatory teaching methods. Non-immersive virtual reality (NIVR), which is accessible and dynamic, emerges as a promising alternative to foster active learning among kinesiology students.
Objective: Evaluate students’ perceptions of using the Nintendo Switch console as a didactic resource to strengthen CR in a neurological rehabilitation course.
Method: An educational experience with a mixed-methods, was implemented, involving 14 sixth-semester students. The intervention included a theoretical class and a practical session using video games applicable to rehabilitation. Surveys assessing prior knowledge and perceptions were applied, and the results were analyzed using descriptive statistics and thematic qualitative analysis.
Results: After the intervention, over half of the participants reported feeling capable of explaining the use of VR in neurological rehabilitation. All students (100 %) positively valued its usefulness in understanding human movement and making clinical decisions. They also highlighted that gameplay, innovation, and simulated cases enhanced their learning and made the experience more meaningful.
Conclusions: The use of NIVR was perceived as helpful, motivating, and aligned with real-world clinical challenges. It stands out as a viable strategy to enrich professional training, especially in educational contexts with limited resources.





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