<?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>1607-4041</journal-id>
<journal-title><![CDATA[Revista electrónica de investigación educativa]]></journal-title>
<abbrev-journal-title><![CDATA[REDIE]]></abbrev-journal-title>
<issn>1607-4041</issn>
<publisher>
<publisher-name><![CDATA[Universidad Autónoma de Baja California, Instituto de Investigación y Desarrollo Educativo]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1607-40412024000100108</article-id>
<article-id pub-id-type="doi">10.24320/redie.2024.26.e08.5031</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Análisis de una experiencia de aprendizaje basada en juegos digitales]]></article-title>
<article-title xml:lang="en"><![CDATA[Analysis of a Digital Game-Based Learning Experience]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Amaya-Olarte]]></surname>
<given-names><![CDATA[Nathaly]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Torres-Barreto]]></surname>
<given-names><![CDATA[Martha Liliana]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Plata-Gómez]]></surname>
<given-names><![CDATA[Karen Rocío]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Industrial de Santander  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2024</year>
</pub-date>
<volume>26</volume>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1607-40412024000100108&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1607-40412024000100108&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1607-40412024000100108&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Frente al creciente interés en nuevas alternativas de enseñanza y de aprendizaje surgen aquellas que se basan en juegos digitales. Esta investigación aporta evidencia empírica sobre la percepción de estudiantes de secundaria respecto a su intención de usar videojuegos educativos. Para ello, se puso a prueba un modelo que integra variables de la Teoría Unificada de Aceptación y Uso de la Tecnología versión 2, y elementos del juego. Los datos se recogieron a través de un cuestionario en línea aplicado a una muestra de 407 estudiantes colombianos de secundaria, de 14 a 18 años de edad. Se utilizó un modelado de ecuaciones estructurales de mínimos cuadrados parciales. Los resultados permitieron identificar los factores que tienen influencia positiva en la intención de continuar jugando y en el disfrute percibido, los cuales podrían conducir al éxito en experiencias futuras similares.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract As interest grows in new teaching and learning alternatives, digital game-based options are emerging. This research provides empirical evidence of high school students&#8217; perceptions of their intention to use educational video games, by testing a model including variables from the unified theory of acceptance and use of technology 2 and game elements. The data were collected from an online questionnaire administered to a sample of 407 Colombian high school students between 14 and 18 years of age. Partial least squares structural equation modeling was employed. The results identified factors that have a positive influence on intention to continue playing and perceived enjoyment, which may help achieve success in similar experiences in the future.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[juego educativo]]></kwd>
<kwd lng="es"><![CDATA[TIC]]></kwd>
<kwd lng="es"><![CDATA[educación]]></kwd>
<kwd lng="es"><![CDATA[análisis estadístico]]></kwd>
<kwd lng="es"><![CDATA[enseñanza secundaria]]></kwd>
<kwd lng="en"><![CDATA[educational games]]></kwd>
<kwd lng="en"><![CDATA[ICT]]></kwd>
<kwd lng="en"><![CDATA[education]]></kwd>
<kwd lng="en"><![CDATA[statistical analysis]]></kwd>
<kwd lng="en"><![CDATA[high school]]></kwd>
</kwd-group>
</article-meta>
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