Pacheco Velázquez, Ernesto ArmandoAlonso, CristinaLindín, CarlesRodés Paragarino, Virginia2024-06-032024-06-032023-10E. Pacheco-Velazquez, C. Alonso, C. Lindin and V. Rodes-Paragarino, "Virtual Education: Trends in Biomedical Engineering Education," 2023 World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC), Monterrey, Mexico, 2023, pp. 1-7, doi: 10.1109/WEEF-GEDC59520.2023.10343983.https://doi.org/10.1109/WEEF-GEDC59520.2023.10343983https://ieeexplore.ieee.org/document/10343983https://hdl.handle.net/11285/653876The rapid progress of technology over the past decade has led to a profound transformation in various aspects of our lives, including work, lifestyle, and social interactions. Consequently, a significant number of universities have deemed it necessary to adapt their teaching methods and reconsider traditional approaches in response to these advancements. The incorporation of these new technologies and the integration of active methodologies focused on student engagement have become essential tools for the design of new teaching methodologies and learning spaces. These innovations have resulted in improvements in academic indicators and have encouraged greater student participation. In the field of biomedical engineering, the use of technology has generated and solidified effective practices, resulting in a shift in traditional teaching paradigms. This article examines and describes the growing adoption of serious games, simulators, virtual reality, and augmented reality as emerging trends in the education of health-related disciplines. It also highlights the various skills, competencies, and instructional elements that have been positively impacted by these technologies.TextoengrestrictedAccesshttp://creativecommons.org/licenses/by/4.0HUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOSEducationVirtual education: trends in biomedical engineering education2023 World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC)ConferenciaEl copyright del artículo pertenece a la IEEE.https://orcid.org/0000-0002-6771-699Xhttps://orcid.org/0000-0002-3640-1258https://orcid.org/0000-0002-7229-4998Technological innovationEducationCollaborationvirtual environmentsgameseducational innovationhigher educationsimulationsvirtual realityaugmented realitybiomedical engineering educationMéxico / Mexico