<?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>2007-7467</journal-id>
<journal-title><![CDATA[RIDE. Revista Iberoamericana para la Investigación y el Desarrollo Educativo]]></journal-title>
<abbrev-journal-title><![CDATA[RIDE. Rev. Iberoam. Investig. Desarro. Educ]]></abbrev-journal-title>
<issn>2007-7467</issn>
<publisher>
<publisher-name><![CDATA[Centro de Estudios e Investigaciones para el Desarrollo Docente A.C.]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2007-74672024000100635</article-id>
<article-id pub-id-type="doi">10.23913/ride.v14i28.1841</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Propuestas para el diseño de estrategias didácticas en entornos digitales a partir de la teoría de autodeterminación y la gamificación]]></article-title>
<article-title xml:lang="en"><![CDATA[Proposals for designing didactic strategies at digital environments based on Self-Determination Theory and Gamification]]></article-title>
<article-title xml:lang="pt"><![CDATA[Propostas para o desenho de estratégias de ensino em ambientes digitais baseadas na teoria da autodeterminação e na gamificação]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[García de la Torre]]></surname>
<given-names><![CDATA[Mariana]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Romero Contreras]]></surname>
<given-names><![CDATA[Silvia]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Castro Larragoitia]]></surname>
<given-names><![CDATA[Guillermo Javier]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Buendía-Oliva]]></surname>
<given-names><![CDATA[Mariana]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Autónoma de San Luis Potosí  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Autónoma de San Luis Potosí  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Autónoma de San Luis Potosí  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad Autónoma de San Luis Potosí  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2024</year>
</pub-date>
<volume>14</volume>
<numero>28</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2007-74672024000100635&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2007-74672024000100635&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2007-74672024000100635&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Después de la crisis provocada por la pandemia de covid-19, millones de estudiantes han migrado a entornos digitales para continuar con su educación. Esta transición no solo responde a la emergencia sanitaria, sino también a la dinámica que promueven los dispositivos de comunicación y el mercado laboral, lo que ha generado transformaciones significativas en la educación. En este contexto de transformación acelerada y empleo de prácticas educativas digitales, el objetivo de este estudio fue proponer elementos para el diseño de estrategias didácticas mediadas en entornos digitales. Esto se basó en la identificación de tendencias relacionadas con las motivaciones y preferencias de los alumnos de nivel superior al invertir su tiempo en juegos digitales, para lo cual se usó como marco teórico la teoría de la autodeterminación y sus constructos principales: autonomía, competencia y vinculación. En concreto, la investigación adoptó una metodología mixta, ya que combinó enfoques cualitativos y cuantitativos en igual medida, lo cual fue complementado con análisis documental. Asimismo, se llevó a cabo un diagnóstico situacional exploratorio mediante un formulario digital como herramienta de investigación. Para recopilar datos, se diseñó el instrumento Eddreg (Encuesta para el Diseño Digital de un Recurso Educativo Gamificado), el cual fue administrado a estudiantes universitarios, mientras que el análisis de datos se realizó utilizando estadística descriptiva. Los resultados indican que ciertas cualidades de los juegos en entornos digitales satisfacen necesidades psicológicas específicas de los estudiantes. Además, se observó un impacto positivo especialmente notable en los constructos de autonomía, competencia y autoestima, aunque menos significativo en el de vinculación. A partir de estos hallazgos, se proponen diversas estrategias didácticas con el fin de fomentar el aprendizaje efectivo en entornos digitales.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract After the crisis triggered by the COVID-19 pandemic, millions of students migrated to digital educational environments. Beyond the health crisis, the dynamics promoted by communication devices and the job market have led to transformations in education. In a context of accelerated transformation and migration of educational practices to digital environments, the objective of this study was to propose elements for designing instructional strategies mediated in digital environments. This was achieved through the identification of trends regarding motivations and preferences of higher education students when investing their time in playing in digital environments, framed within the self-determination theory and its constructs: autonomy, competence, and relatedness. The research employed a mixed-methods approach with equal status, complemented by literature analysis. The research tool was an exploratory situational diagnosis conducted through a digital form. A data collection instrument was created, named Eddreg (Survey for the Digital Design of a Gamified Educational Resource), and used to survey university students. Data analysis was conducted using descriptive statistics. Results suggest that certain qualities of games in digital environments meet psychological needs of students. The positive impact is more noticeable in the constructs of autonomy, competence, and self-esteem than in relatedness. Based on the findings, proposals are made for designing instructional strategies to promote learning.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo Após a crise provocada pela pandemia de covid-19, milhões de estudantes migraram para ambientes digitais para continuarem os seus estudos. Esta transição não responde apenas à emergência sanitária, mas também à dinâmica promovida pelos dispositivos de comunicação e pelo mercado de trabalho, que gerou transformações significativas na educação. Neste contexto de transformação acelerada e utilização de práticas educativas digitais, o objetivo deste estudo foi propor elementos para o desenho de estratégias didáticas mediadas em ambientes digitais. Isto se baseou na identificação de tendências relacionadas às motivações e preferências dos estudantes de nível superior ao investirem seu tempo em jogos digitais, para os quais foi utilizado como referencial teórico a teoria da autodeterminação e seus principais construtos: autonomia, competência e vínculo. Especificamente, a pesquisa adotou uma metodologia mista, pois combinou em igual medida abordagens qualitativas e quantitativas, que foi complementada com análise documental. Da mesma forma, foi realizado um diagnóstico situacional exploratório utilizando um formulário digital como ferramenta de pesquisa. Para a coleta de dados foi elaborado o instrumento Eddreg (Pesquisa para o Design Digital de um Recurso Educacional Gamificado), que foi aplicado a estudantes universitários, enquanto a análise dos dados foi realizada por meio de estatística descritiva. Os resultados indicam que certas qualidades dos jogos em ambientes digitais satisfazem necessidades psicológicas específicas dos alunos. Além disso, observou-se um impacto positivo particularmente notável nos construtos autonomia, competência e autoestima, embora menos significativo no vínculo. Com base nessas descobertas, diversas estratégias de ensino são propostas para promover uma aprendizagem eficaz em ambientes digitais.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[autodeterminación]]></kwd>
<kwd lng="es"><![CDATA[diseño educativo digital]]></kwd>
<kwd lng="es"><![CDATA[educación superior]]></kwd>
<kwd lng="es"><![CDATA[gamificación]]></kwd>
<kwd lng="en"><![CDATA[self-determination]]></kwd>
<kwd lng="en"><![CDATA[digital educational design]]></kwd>
<kwd lng="en"><![CDATA[higher education]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="pt"><![CDATA[autodeterminação]]></kwd>
<kwd lng="pt"><![CDATA[design educacional digital]]></kwd>
<kwd lng="pt"><![CDATA[ensino superior]]></kwd>
<kwd lng="pt"><![CDATA[gamificação]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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