<?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>1665-2673</journal-id>
<journal-title><![CDATA[Innovación educativa (México, DF)]]></journal-title>
<abbrev-journal-title><![CDATA[Innov. educ. (Méx. DF)]]></abbrev-journal-title>
<issn>1665-2673</issn>
<publisher>
<publisher-name><![CDATA[Instituto Politécnico Nacional, Coordinación Editorial]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1665-26732019000200057</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Estrategias de gamificación para construir una cultura de investigación en contextos universitarios]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification strategies to create a research culture in university contexts]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rojas Mesa]]></surname>
<given-names><![CDATA[Julio Ernesto]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Leal Urueña]]></surname>
<given-names><![CDATA[Linda Alejandra]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Santo Tomas  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Pedagógica Nacional de Colombia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>08</month>
<year>2019</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>08</month>
<year>2019</year>
</pub-date>
<volume>19</volume>
<numero>80</numero>
<fpage>57</fpage>
<lpage>76</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1665-26732019000200057&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1665-26732019000200057&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1665-26732019000200057&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen En los últimos años, la cultura científica se ha convertido en un tema de gran trascendencia para pensar alternativas teóricas y metodológicas de transferencia y aplicación de diversos productos y resultados de la ciencia, la tecnología y la innovación. Este artículo presenta una experiencia de construcción de cultura de investigación o cultura científica, por medio del planteamiento de una estrategia de gamificación entre docentes investigadores universitarios. Metodológicamente la aplicación del modelo design thinking al desarrollo de una estrategia de gamificación, orientada a la construcción de la cultura de la investigación, permitió asumir el proceso de investigación de una manera más activa y participativa por parte de los docentes investigadores seleccionados, como muestra en este trabajo. Se diseñó una aplicación móvil para pensar una cultura científica a partir de los fundamentos ofrecidos por el SCienTI-Col y la clasificación de productos de investigación.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract In recent years, scientific culture has become a topic of great importance in the process of conceiving theoretical and methodological alternatives for the transference and implementation of diverse products and results of science, technology and innovation. This article presents an experience of the construction of research culture or scientific culture, through the proposal of a gamification strategy among university researchers and professors. In terms of methodology, the application of the design thinking model to the development of a gamification strategy, directed at the construction of a research culture, made the research process more active and participatory for the selected researchers and professors, as a result of this study. A mobile application was designed in order to conceptualize a scientific culture based on the fundaments put forth by the SCientI-Col and the classification of research products.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Cultura científica]]></kwd>
<kwd lng="es"><![CDATA[motivación]]></kwd>
<kwd lng="es"><![CDATA[gamificación]]></kwd>
<kwd lng="es"><![CDATA[proyecto experimental]]></kwd>
<kwd lng="es"><![CDATA[educación superior]]></kwd>
<kwd lng="es"><![CDATA[investigación educativa]]></kwd>
<kwd lng="en"><![CDATA[Educational research]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="en"><![CDATA[experimental project]]></kwd>
<kwd lng="en"><![CDATA[higher education]]></kwd>
<kwd lng="en"><![CDATA[motivation]]></kwd>
<kwd lng="en"><![CDATA[scientific culture]]></kwd>
</kwd-group>
</article-meta>
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