<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0185-2698</journal-id>
<journal-title><![CDATA[Perfiles educativos]]></journal-title>
<abbrev-journal-title><![CDATA[Perfiles educativos]]></abbrev-journal-title>
<issn>0185-2698</issn>
<publisher>
<publisher-name><![CDATA[Universidad Nacional Autónoma de México, Instituto de Investigaciones sobre la Universidad y la Educación]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0185-26982020000200107</article-id>
<article-id pub-id-type="doi">10.22201/iisue.24486167e.2020.168.59173</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[La realidad de la gamificación en educación primaria. Estudio multicaso de centros educativos españoles]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gil-Quintana]]></surname>
<given-names><![CDATA[Javier]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Prieto Jurado]]></surname>
<given-names><![CDATA[Elizabeth]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Nacional de Educación a Distancia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>España</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Nacional de Educación a Distancia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>España</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2020</year>
</pub-date>
<volume>42</volume>
<numero>168</numero>
<fpage>107</fpage>
<lpage>123</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S0185-26982020000200107&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S0185-26982020000200107&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S0185-26982020000200107&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Se presenta un estudio cuya finalidad es descubrir la concepción que tienen profesores y alumnos sobre la gamificación y su relación con el desarrollo de procesos de aprendizaje. Se consideró una muestra intencional o de conveniencia de alumnos y profesores de cinco centros educativos de España, cuyos docentes incorporan experiencias de gamificación en sus aulas. Partiendo de un estudio multicaso basado en un método mixto se aplicaron cuestionarios y entrevistas estructuradas y semiestructuradas que permitieron recopilar datos cuantitativos y cualitativos, para después realizar el proceso de triangulación. Verificamos que los profesores y alumnos señalan múltiples ventajas de la gamificación, entre las que destaca el aumento de la participación y la interacción en el aula, la motivación hacia el aprendizaje y la diversión en las experiencias educativas. Con ello se involucran elementos didácticos, entre ellos, los contenidos y los estándares de aprendizaje asignados al correspondiente nivel curricular.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract We present a study whose aim is to discover the concept teachers and students have of gamification and its relationship with the development of learning processes. An intentional or convenience sample of students and teachers at five education centers in Spain where teachers incorporate gamification experiments in their classrooms was considered. Working from a multi-case study based on a mixed method, questionnaires and structured and semi-structured interviews were applied, which allowed us to gather quantitative and qualitative data, to then conduct a process of triangulation. We ascertained that teachers and students cited multiple advantages of gamification, including increased participation and interaction in the classroom, motivation toward learning, and amusement in educational experiences. Such activities involve didactic elements, among them content and standards of learning assigned for the proper curricular level.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Aprendizaje activo]]></kwd>
<kwd lng="es"><![CDATA[Aprendizaje colaborativo]]></kwd>
<kwd lng="es"><![CDATA[Comunicación educativa]]></kwd>
<kwd lng="es"><![CDATA[Educación obligatoria]]></kwd>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[Aprendizaje digital]]></kwd>
<kwd lng="en"><![CDATA[Active learning]]></kwd>
<kwd lng="en"><![CDATA[Collaborative learning]]></kwd>
<kwd lng="en"><![CDATA[Educational communication]]></kwd>
<kwd lng="en"><![CDATA[Mandatory education]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Digital learning]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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