<?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>S2007-74672024000200796</article-id>
<article-id pub-id-type="doi">10.23913/ride.v15i29.2218</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Serpientes y Escaleras: propuesta innovadora para la clase de Educación Física]]></article-title>
<article-title xml:lang="en"><![CDATA[Snakes and Ladders: innovative proposal for the Physical Education class]]></article-title>
<article-title xml:lang="pt"><![CDATA[Cobras e Escadas: uma proposta inovadora para a aula de Educação Física]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[González García]]></surname>
<given-names><![CDATA[Jared Said]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Benemérita Escuela Normal &#8220;Manuel Ávila Camacho&#8221;  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>México</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<volume>15</volume>
<numero>29</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2007-74672024000200796&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2007-74672024000200796&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2007-74672024000200796&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen El interés de los alumnos hacia la clase de Educación Física ha disminuido debido a la monotonía en las actividades y/o juegos propuestos por los docentes. El estudio exploró el impacto de la propuesta del juego tradicional Serpientes y Escaleras físico-motrices a través de la plataforma Genially. El objetivo central fue analizar las experiencias y el significado que los participantes atribuyen a dicha propuesta de juego después de su ejecución. Asimismo, se buscó fomentar la reflexión para diseñar y elaborar juegos que contribuyan a mejorar los procesos de aprendizaje del alumnado futuro. La intervención se llevó a cabo con docentes en formación de la Licenciatura en Educación Fisica de la Benemérita Escuela Normal &#8220;Manuel Ávila Camacho&#8221;, ubicada en la capital zacatecana. En la fase diagnóstica se optó por utilizar un enfoque cualitativo, empleando el diseño fenomenológico, un enfoque que busca explorar y comprender las experiencias vividas por los participantes desde su perspectiva. Por otro lado, el universo de participantes estuvo compuesto por 61 docentes en formación, de los cuales 31 fueron seleccionados por conveniencia del investigador como muestra para participar en las entrevistas. Los datos recolectados se analizaron en el software MAXQDA, arrojando palabras distintivas como: motivador, satisfactorio, resistencia, innovador y divertido. Como resultado, se determinó que el juego fomenta la participación activa, favorece el interés, la motivación y el disfrute, contribuyendo al desarrollo de las capacidades físico-motrices. Concluyendo en que esta propuesta presentada es un juego innovador y efectivo para la clase de Educación Física, capaz de integrar la tecnología con actividades físicas.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Students&#8217; interest in Physical Education classes has declined due to the monotony of activities and/or games proposed by teachers. This study explored the impact of the traditional game Snakes and Ladders with a physical-motor adaptation, implemented through the Genially platform. The central objective was to analyze the experiences and meanings participants attributed to this game proposal after its execution. Additionally, it aimed to encourage reflection for designing and developing games that enhance future students&#8217; learning processes. The intervention was conducted with pre-service teachers in the Bachelor&#8217;s Degree program in Physical Education at the Benemérita Escuela Normal &#8220;Manuel Ávila Camacho&#8221;, located in the capital city of Zacatecas. During the diagnostic phase, a qualitative approach was adopted, employing a phenomenological design to explore and understand the lived experiences of participants from their perspective. The participant pool consisted of 61 pre-service teachers, of whom 31 were conveniently selected by the researcher as the sample for interviews. The collected data were analyzed using MAXQDA software, revealing distinctive terms such as: motivational, satisfying, resistance, innovative, and enjoyable. The results determined that the game fosters active participation, enhances interest, motivation, and enjoyment, and contributes to the development of physical-motor skills. It was concluded that this proposal represents an innovative and effective game for Physical Education classes, capable of integrating technology with physical activities.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo O interesse dos alunos pelas aulas de Educação Física diminuiu devido à monotonia nas atividades e/ou jogos propostos pelos professores. Este estudo explorou o impacto do jogo tradicional Cobras e Escadas adaptado para uma versão físico-motora, implementado por meio da plataforma Genially. O objetivo central foi analisar as experiências e os significados que os participantes atribuíram a essa proposta de jogo após sua execução. Além disso, buscou-se promover a reflexão para projetar e elaborar jogos que contribuam para melhorar os processos de aprendizagem dos futuros alunos. A intervenção foi realizada com professores em formação do curso de Licenciatura em Educação Física da Benemérita Escola Normal &#8220;Manuel Ávila Camacho&#8221;, localizada na capital do estado de Zacatecas. Na fase de diagnóstico, optou-se por uma abordagem qualitativa, utilizando o desenho fenomenológico, com o objetivo de explorar e compreender as experiências vividas pelos participantes a partir de sua perspectiva. O universo de participantes foi composto por 61 professores em formação, dos quais 31 foram selecionados por conveniência do pesquisador como amostra para participar das entrevistas. Os dados coletados foram analisados com o software MAXQDA, revelando termos distintivos como: motivador, satisfatório, resistência, inovador e divertido. Os resultados determinaram que o jogo promove a participação ativa, aumenta o interesse, a motivação e o prazer, contribuindo para o desenvolvimento das capacidades físico-motoras. Concluiu-se que essa proposta representa um jogo inovador e eficaz para as aulas de Educação Física, capaz de integrar tecnologia com atividades físicas.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Educación Física]]></kwd>
<kwd lng="es"><![CDATA[juego Serpientes y Escaleras]]></kwd>
<kwd lng="es"><![CDATA[Genially]]></kwd>
<kwd lng="es"><![CDATA[tecnología educacional]]></kwd>
<kwd lng="es"><![CDATA[innovación educativa]]></kwd>
<kwd lng="en"><![CDATA[Physical Education]]></kwd>
<kwd lng="en"><![CDATA[Snakes and Ladders game]]></kwd>
<kwd lng="en"><![CDATA[Genially]]></kwd>
<kwd lng="en"><![CDATA[educational technology]]></kwd>
<kwd lng="en"><![CDATA[educational innovation]]></kwd>
<kwd lng="pt"><![CDATA[Educação Física]]></kwd>
<kwd lng="pt"><![CDATA[juego de Cobras e Escadas]]></kwd>
<kwd lng="pt"><![CDATA[Genially]]></kwd>
<kwd lng="pt"><![CDATA[tecnologia educativa]]></kwd>
<kwd lng="pt"><![CDATA[innovación educativa]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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