Introduction: Motor learning is characterized by permanent internal changes in the individual's ability to perform tasks. It is described in stages and subdivided into phases. Due to the scarcity of studies addressing the development of instruments that analyze motor learning, it is necessary to research in an experimental way. Mobile devices and simulation tools are promising in health therapies. Objective: To demonstrate the use of gamification techniques in mobile devices, as a tool for the analysis of motor learning in physiotherapy university students, by verifying the execution time and number of errors. Method: Twelve virtual environments were developed, being 06 based on the test of tracks (TMT) part A and 06 in part B. The study was carried out with 45 female physiotherapy students divided in 2 groups, in which each group performed the environments part of TMT. Results: It was observed that both groups tended to perform better, and that the participants in environments B had more time to complete the tasks than those in environment A. Conclusion: It was concluded that the training improves performance independent of the environment, be it with numbers and letters or only numbers.
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