<?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>S2007-74672024000100658</article-id>
<article-id pub-id-type="doi">10.23913/ride.v14i28.1901</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[La creatividad y pensamiento computacional: una experiencia de formación integral a través de talleres de robótica en universitarios]]></article-title>
<article-title xml:lang="en"><![CDATA[Creativity and computational thinking: a comprehensive training experience through robotics workshops for university students]]></article-title>
<article-title xml:lang="pt"><![CDATA[Criatividade e pensamento computacional: uma experiência de formação integral por meio de oficinas de robótica para estudantes universitários]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gómez Rodríguez]]></surname>
<given-names><![CDATA[Horacio]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[González Fernández]]></surname>
<given-names><![CDATA[María Obdulia]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Aceves Aldrete]]></surname>
<given-names><![CDATA[Cesar Eduardo]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de Guadalajara  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad de Guadalajara  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad de Guadalajara  ]]></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=S2007-74672024000100658&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2007-74672024000100658&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2007-74672024000100658&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen El pensamiento computacional se ha popularizado no solo como una actividad relacionada con la programación de computadoras, sino también como una capacidad que cualquier persona puede adquirir para resolver problemas en su vida cotidiana. Por ende, la presente investigación aborda un estudio piloto para el desarrollo de la creatividad y el pensamiento computacional a través de un taller de robótica que forma parte de las actividades de formación integral de una institución de educación superior. En concreto, se efectuó un diseño cuantitativo de corte cuasiexperimental longitudinal mediante mediciones del pensamiento creativo al inicio y al final del referido taller. En este proceso, y como estrategia para la resolución de problemas, se incorporó el pensamiento computacional para que los estudiantes solucionaran pequeños retos siguiendo seis pasos: comprensión de la situación, identificación de la dificultad, descomposición en partes constituyentes, reconocimiento de patrones, selección de información relevante y diseño y ejecución de un algoritmo. Los resultados arrojaron un impacto positivo, ya que se observó un incremento en el pensamiento creativo, además de un fortalecimiento en la metodología activa para promover habilidades de pensamiento crítico y trabajo colaborativo.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Computational thinking has become popularized not only as an activity related to computer programming but also as a capacity that anyone can acquire to help solve everyday problems. Therefore, the present research reports on a pilot study for the development of creativity and computational thinking through a robotics workshop within the comprehensive training activities of a higher education institution. A quantitative quasi-experimental longitudinal design was implemented through measurements of creative thinking at the beginning and end of the robotics workshops. Computational thinking was integrated as a strategy for problem-solving in the Robotics workshop, where students were required to tackle small challenges following six steps: understanding the situation, identifying the difficulty, decomposing into constituent parts, recognizing patterns, selecting relevant information, and designing and executing an algorithm. The results are positive, as an increase in creative thinking was observed, in addition to a deeper understanding of active methodology to promote critical thinking skills and collaborative work.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo O pensamento computacional tornou-se popular não apenas como uma atividade relacionada à programação de computadores, mas também como uma habilidade que qualquer pessoa pode adquirir para resolver problemas do seu dia a dia. Portanto, esta pesquisa aborda um estudo piloto para o desenvolvimento da criatividade e do pensamento computacional por meio de uma oficina de robótica que faz parte das atividades de formação integral de uma instituição de ensino superior. Especificamente, foi realizado um desenho quasi-experimental longitudinal quantitativo por meio de medições do pensamento criativo no início e no final da referida oficina. Neste processo, e como estratégia de resolução de problemas, foi incorporado o pensamento computacional para que os alunos pudessem resolver pequenos desafios seguindo seis etapas: compreensão da situação, identificação da dificuldade, decomposição em partes constituintes, reconhecimento de padrões, seleção de informações relevantes e design e execução de um algoritmo. Os resultados mostraram um impacto positivo, uma vez que foi observado um aumento no pensamento criativo, além de um fortalecimento na metodologia ativa para promover habilidades de pensamento crítico e trabalho colaborativo.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[pensamiento computacional]]></kwd>
<kwd lng="es"><![CDATA[robótica]]></kwd>
<kwd lng="es"><![CDATA[creatividad]]></kwd>
<kwd lng="es"><![CDATA[TIC y STEAM]]></kwd>
<kwd lng="en"><![CDATA[Computational thinking]]></kwd>
<kwd lng="en"><![CDATA[robotics]]></kwd>
<kwd lng="en"><![CDATA[creativity]]></kwd>
<kwd lng="en"><![CDATA[ICT and STEAM]]></kwd>
<kwd lng="pt"><![CDATA[pensamento computacional]]></kwd>
<kwd lng="pt"><![CDATA[robótica]]></kwd>
<kwd lng="pt"><![CDATA[criatividade]]></kwd>
<kwd lng="pt"><![CDATA[TIC e STEAM]]></kwd>
</kwd-group>
</article-meta>
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