<?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>2448-5705</journal-id>
<journal-title><![CDATA[Inter disciplina]]></journal-title>
<abbrev-journal-title><![CDATA[Inter disciplina]]></abbrev-journal-title>
<issn>2448-5705</issn>
<publisher>
<publisher-name><![CDATA[Universidad Nacional Autónoma de México, Centro de Investigaciones Interdisciplinarias en Ciencias y Humanidades]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2448-57052023000100359</article-id>
<article-id pub-id-type="doi">10.22201/ceiich.24485705e.2023.29.84495</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Emociones, reacciones y aprendizajes identificados por jóvenes participantes en un juego serio sobre educación ambiental]]></article-title>
<article-title xml:lang="en"><![CDATA[Identified emotions, reactions, and learnings by young participants on a serious game about environmental education]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Maldonado González]]></surname>
<given-names><![CDATA[Ana Lucía]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Acuña Bustamante]]></surname>
<given-names><![CDATA[Blanca Lilia]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pérez Arriaga]]></surname>
<given-names><![CDATA[Juan Carlos]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Acosta Flores]]></surname>
<given-names><![CDATA[Erick]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Veracruzana Instituto de Investigaciones en Educación ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Mexico</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Veracruzana Facultad de Artes Plásticas ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Mexico</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Veracruzana Facultad de Estadística e Informática ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Mexico</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad Mesoamericana de Córdoba  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Mexico</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>04</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>04</month>
<year>2023</year>
</pub-date>
<volume>11</volume>
<numero>29</numero>
<fpage>359</fpage>
<lpage>385</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2448-57052023000100359&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2448-57052023000100359&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2448-57052023000100359&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Se presentan resultados de una investigación interdisciplinaria que analiza emociones, reacciones y aprendizajes identificados a partir de una experiencia con el juego serio en educación ambiental, denominado Save the Earth. Los participantes son estudiantes de la Universidad Veracruzana, de las facultades de Estadística e Informática (FEI), Artes Plásticas (FAP), Pedagogía (FP) y maestría en gestión del aprendizaje (MGA). Se trata de algunas de las profesiones involucradas en innovaciones educativas con tecnologías de la información y la comunicación (TIC), como los juegos serios o videojuegos educativos. Es posible que desde sus profesiones se involucren en la concepción, diseño, desarrollo, aplicación, incluso en la selección del juego serio más indicado para alguna práctica educativa. La investigación se desarrolló en varias etapas, bajo un enfoque interpretativo, constructivista. Privilegiamos aquí resultados derivados de la experiencia del juego y explorados mediante grupos focales y cuestionario. Los participantes identifican posibilidades de aprendizajes ambientales a partir del juego serio, así como el desarrollo de habilidades en la toma de decisiones estratégicas. También manifiestan sentimientos de preocupación y frustración por el grave daño ambiental actual, derivado de la actividad humana, reconocen la urgencia de actuar colaborativamente como humanidad para enfrentar y superar la real crisis ambiental y climática.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract This paper presents the results of interdisciplinary research that analyses emotions, reactions, and learnings identified through the game experience with the serious game on environmental education, named Save the Earth. The participants are students of Universidad Veracruzana from the faculties of Statistics and Computer Sciences (FEI, for its initials in Spanish), Visual Arts (FAP), Pedagogy (FP) and the master in learning management (MGA). These are some of the professions involved in educational innovations with information and communication technologies (ICT), such as serious games or educational video games. It is possible that from their professions, they could participate in the design, development, use, and even on the objective to select the most suitable serious game for educational practice. The research was developed in several stages, under an interpretive, constructivist approach. Here we privilege the results obtained of the game experience by exploring it through focus groups and surveys. The participants identify possibilities of environmental learning from the serious game as well as the development of abilities for strategies decisions. They also express feelings of concern and frustration over the current serious environmental damage resulting from human activity and acknowledge the urgency of acting collaboratively as humanity to face and overcome the real environmental and climate crisis.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[juegos serios]]></kwd>
<kwd lng="es"><![CDATA[educación ambiental]]></kwd>
<kwd lng="es"><![CDATA[experiencia de juego]]></kwd>
<kwd lng="es"><![CDATA[aprendizaje experiencial]]></kwd>
<kwd lng="es"><![CDATA[videojuego educativo]]></kwd>
<kwd lng="en"><![CDATA[serious games]]></kwd>
<kwd lng="en"><![CDATA[environmental education]]></kwd>
<kwd lng="en"><![CDATA[game experience]]></kwd>
<kwd lng="en"><![CDATA[experiential learning]]></kwd>
<kwd lng="en"><![CDATA[educational video game]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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<publisher-name><![CDATA[Routledge]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B47">
<nlm-citation citation-type="confpro">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Zhang]]></surname>
<given-names><![CDATA[Jiayi]]></given-names>
</name>
<name>
<surname><![CDATA[Lu]]></surname>
<given-names><![CDATA[Joan]]></given-names>
</name>
</person-group>
<source><![CDATA[Using mobile serious games for learning programming]]></source>
<year>2014</year>
<conf-name><![CDATA[ The Fourth International Conference on Advanced Communications and Computation]]></conf-name>
<conf-loc> </conf-loc>
</nlm-citation>
</ref>
</ref-list>
</back>
</article>
