<?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>S2007-74672025000100012</article-id>
<article-id pub-id-type="doi">10.23913/ride.v15i30.2399</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[La gamificación, una estrategia didáctica para fortalecer la elaboración de algoritmos]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification, a didactic strategy to strengthen the development of algorithms]]></article-title>
<article-title xml:lang="pt"><![CDATA[Gamificação, uma estratégia didática para fortalecer o desenvolvimento de algoritmos]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Redondo]]></surname>
<given-names><![CDATA[Salvador Adrián Flores]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[González]]></surname>
<given-names><![CDATA[David Fuentes]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Meza]]></surname>
<given-names><![CDATA[Manuel Enrique Hernández]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Instituto Tecnológico Nacional campus Campeche Facultad de Sistemas Computacionales]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Instituto Campechano  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Instituto Tecnológico Nacional campus Campeche Facultad de Sistemas Computacionales]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2025</year>
</pub-date>
<volume>15</volume>
<numero>30</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2007-74672025000100012&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2007-74672025000100012&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2007-74672025000100012&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen El objetivo de este trabajo fue evaluar la relación entre la gamificación y el aprovechamiento escolar en la elaboración de algoritmos en la asignatura de Fundamentos de programación, Correspondiente al primer semestre de ingeniería en sistemas computacionales del Tecnológico Nacional, campus Campeche. La investigación se llevó a cabo en 2023 en el campus mencionado, con la participación de 59 estudiantes de la carrera de Ingeniería en Sistemas Computacionales, específicamente en la asignatura de Fundamentos de Programación. Se empleó un diseño Pretest-Postes durante el semestre, con el desarrollo de actividades didácticas y evaluativas.  La hipótesis es la siguiente: los alumnos que utilizan la gamificación como estrategia didáctica, elevan su aprovechamiento escolar comparado con los alumnos que no la usan. Este estudio conlleva un estudio cuantitativo y con un diseño cuasiexperimental Pretest-Postest, con un grupo de control y uno experimental. Los resultados obtenidos indican que la gamificación contribuye efectivamente al incremento del aprovechamiento escolar, Además, fomenta la competitividad en la resolución de problemas algorítmicos y despierta la curiosidad del alumnado respecto a la disponibilidad de nuevo material gamificado, lo cual se traduce en un creciente interés por esta estrategia didáctica.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract The objective of this study was to evaluate the relationship between gamification and academic achievement in the development of algorithms in the Programming Fundamentals course during the first semester of the Computer Systems Engineering program at the Tecnológico Nacional de México, Campeche campus. The research was conducted in 2023 at the aforementioned campus, with the participation of 59 students from the Computer Systems Engineering program, specifically in the Programming Fundamentals course. A Pretest-Post design was used throughout the semester, with the development of didactic and assessment activities. The hypothesis is as follows: students who use gamification as a teaching strategy improve their academic achievement compared to students who do not. This study involves a quantitative study with a quasi-experimental pretest-posttest design, with a control group and an experimental group. The results obtained indicate that gamification effectively contributes to increasing academic achievement. Furthermore, it encourages competitiveness in solving algorithmic problems and arouses students' curiosity regarding the availability of new gamified material, which translates into a growing interest in this teaching strategy.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo O objetivo deste trabalho foi avaliar a relação entre gamificação e desempenho acadêmico no desenvolvimento de algoritmos na disciplina de fundamentos de programação no primeiro semestre de engenharia de sistemas de computação do Tecnológico Nacional, campus Campeche. A pesquisa foi realizada no Tecnológico Nacional de México, campus Campeche, em 2023, onde participaram 59 alunos da área de engenharia de sistemas de computação, na aula de fundamentos de programação. Foi utilizado um processo de Pré-teste e Pós-teste durante o semestre, desenvolvendo atividades didáticas e avaliativas. A hipótese é a seguinte: alunos que utilizam a gamificação como estratégia de ensino aumentam seu rendimento acadêmico em comparação aos alunos que não a utilizam. Este estudo envolve um estudo quantitativo e um desenho quase experimental de Pré-teste-Pós-teste, com um grupo controle e um grupo experimental. Os resultados obtidos indicam que a gamificação contribui efetivamente para aumentar o rendimento escolar, desenvolver a competitividade na resolução de problemas algorítmicos, a curiosidade em saber quando estará disponível mais material de gamificação, o que conclui no interesse pela estratégia.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[educación superior]]></kwd>
<kwd lng="es"><![CDATA[didáctica]]></kwd>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[higher education]]></kwd>
<kwd lng="en"><![CDATA[pedagogy]]></kwd>
<kwd lng="en"><![CDATA[educational videogames]]></kwd>
<kwd lng="pt"><![CDATA[Gamificação]]></kwd>
<kwd lng="pt"><![CDATA[ensino superior]]></kwd>
<kwd lng="pt"><![CDATA[didática]]></kwd>
<kwd lng="pt"><![CDATA[jogos eletrônicos]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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