<?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>1990-8644</journal-id>
<journal-title><![CDATA[Conrado]]></journal-title>
<abbrev-journal-title><![CDATA[Conrado]]></abbrev-journal-title>
<issn>1990-8644</issn>
<publisher>
<publisher-name><![CDATA[Editorial Universo Sur]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1990-86442022000200212</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Gamificación en entornos virtuales de aprendizaje para la unidad educativa distrito metropolitano]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification in virtual learning environments for the metropolitan district educational unit]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Palma Rivera]]></surname>
<given-names><![CDATA[Diego Paul]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Machuca Vivar]]></surname>
<given-names><![CDATA[Silvio Amable]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Jalón Arias]]></surname>
<given-names><![CDATA[Edmundo José]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Sampedro Guamán]]></surname>
<given-names><![CDATA[Carlos Roberto]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Regional Autónoma de Los Andes  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>04</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>04</month>
<year>2022</year>
</pub-date>
<volume>18</volume>
<numero>85</numero>
<fpage>212</fpage>
<lpage>217</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_arttext&amp;pid=S1990-86442022000200212&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_abstract&amp;pid=S1990-86442022000200212&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_pdf&amp;pid=S1990-86442022000200212&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN El problema sanitario generado por el COVID-19 aceleró de forma inesperada algunos de los aspectos cotidianos de nuestra vida diaria donde no se implicaban mucho las Tecnologías de Información y Comunicación, con esto se apresuró la introducción de herramientas en la educación las cuales han denotado dificultades técnicas y tecnológicas en servicios y recursos técnicos que usan las personas, otra agravante son las áreas inaccesibles y problemas económicos, como aspectos positivos se puede destacar que las poblaciones pueden cambiar la forma en que llevan las actividades diarias y que la voluntad puede mucho más que los problemas actuales, el buen resultado en proceso de enseñanza aprendizaje en Entornos Virtuales de aprendizaje (EVA) requiere principalmente de la participación activa del estudiante, por lo que el docente debe procurar desarrollar actividades que motiven al alumno a participar, a investigar y desarrollar su aprendizaje de forma autónoma, una de esas actividades es la de carácter lúdico que facilita la interiorización de conocimientos de los estudiantes de una forma divertida y generando experiencias significativas. Este trabajo se realizó con el objetivo principal de analizar el uso de la técnica de gamificación en el EVA para la Unidad Educativa Distrito Metropolitano (UEDM) de Santo Domingo, aplicando una investigación cualitativa - cuantitativa, lo que evidencio que no se utiliza técnicas motivacionales en la enseñanza (gamificación o ludificación) que desarrollen un aprendizaje significativo en los estudiantes y que con la aplicación adecuada de estos recursos se potenciaría el aprendizaje en los diferentes actores.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT The health problem generated by COVID-19 unexpectedly accelerated some of the everyday aspects of our daily life where Information and Communication Technologies were not very involved, with this the introduction of tools in education was hastened which have denoted difficulties technical and technological services and technical resources that people use, another aggravating factor is inaccessible areas and economic problems, as positive aspects it can be highlighted that populations can change the way they carry out daily activities and that the will can much more than current problems, the good result in the teaching-learning process in Virtual Learning Environments (EVA) mainly requires the active participation of the student, so the teacher must try to develop activities that motivate the student to participate, to investigate and develop their learning autonomously, one of these activities is that of playful character that facilitates the internalization of students' knowledge in a fun way and generating significant experiences. This work was carried out with the main objective of analyzing the use of the gamification technique in the EVA for the Metropolitan District Educational Unit (UEDM) of Santo Domingo, applying a qualitative - quantitative research, which showed that motivational techniques are not used in teaching (gamification or gamification) that develop significant learning in students and that with the proper application of these resources, learning in the different actors would be enhanced.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[ludificación]]></kwd>
<kwd lng="es"><![CDATA[herramientas de aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[entornos virtuales de aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[recursos de aprendizaje]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="en"><![CDATA[learning tools]]></kwd>
<kwd lng="en"><![CDATA[virtual learning environments, learning resources]]></kwd>
</kwd-group>
</article-meta>
</front><back>
<ref-list>
<ref id="B1">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Borro]]></surname>
<given-names><![CDATA[B.]]></given-names>
</name>
</person-group>
<source><![CDATA[Sistematización del desarrollo de simulaciones educativas con estrategia de juego en el campo médico]]></source>
<year>2015</year>
<publisher-name><![CDATA[Universidad Complutense de Madrid]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B2">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Capacho Portilla]]></surname>
<given-names><![CDATA[J. R.]]></given-names>
</name>
</person-group>
<source><![CDATA[Evaluación del aprendizaje en espacios virtuales-TIC: entre lo supranacional y lo intergubernamental]]></source>
<year>2011</year>
<publisher-name><![CDATA[Editorial Universidad del Norte.]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B3">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Charsky]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[From edutainment to serious games: A change in the use of game characteristics]]></article-title>
<source><![CDATA[Games and culture]]></source>
<year>2010</year>
<volume>5</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>177-98</page-range></nlm-citation>
</ref>
<ref id="B4">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Contreras]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Eguia]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<source><![CDATA[Experiencias de gamificación en aulas]]></source>
<year>2017</year>
<publisher-name><![CDATA[UAB]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B5">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Cózar-Gutiérrez]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Sáez-López]]></surname>
<given-names><![CDATA[J. M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu]]></article-title>
<source><![CDATA[International Journal of Educational Technology in Higher Education]]></source>
<year>2016</year>
<volume>13</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>1-11</page-range></nlm-citation>
</ref>
<ref id="B6">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Downes]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<source><![CDATA[Connectivism and Connective Knowledge Essays on meaning and learning networks]]></source>
<year>2006</year>
<publisher-name><![CDATA[National Research Council Canadá]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B7">
<nlm-citation citation-type="">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Fuerte]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
</person-group>
<source><![CDATA[¿Qué son los Serious Games?]]></source>
<year>2018</year>
</nlm-citation>
</ref>
<ref id="B8">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Giménez Leal]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[De Castro Vila]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Dispositivos Móviles en Educación Superior: la experiencia con Kahoot!]]></article-title>
<source><![CDATA[Dirección y Organización]]></source>
<year>2020</year>
<numero>70</numero>
<issue>70</issue>
<page-range>5-18</page-range></nlm-citation>
</ref>
<ref id="B9">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Goldie]]></surname>
<given-names><![CDATA[J. G. S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Connectivism: A knowledge learning theory for the digital age?]]></article-title>
<source><![CDATA[Medical teacher]]></source>
<year>2016</year>
<volume>38</volume>
<numero>10</numero>
<issue>10</issue>
<page-range>1064-9</page-range></nlm-citation>
</ref>
<ref id="B10">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Iten]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
<name>
<surname><![CDATA[Petko]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Learning with serious games: Is fun playing the game a predictor of learning success?]]></article-title>
<source><![CDATA[British Journal of Educational Technology]]></source>
<year>2016</year>
<volume>47</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>151-63</page-range></nlm-citation>
</ref>
<ref id="B11">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Kessler]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[Bikowski]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Boggs]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Collaborative writing among second language learners in academic web-based projects]]></article-title>
<source><![CDATA[Language Learning &amp; Technology]]></source>
<year>2012</year>
<volume>16</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>91-109</page-range></nlm-citation>
</ref>
<ref id="B12">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[López Carrasco]]></surname>
<given-names><![CDATA[M. Á.]]></given-names>
</name>
</person-group>
<source><![CDATA[Aprendizaje, competencias y TIC]]></source>
<year>2017</year>
<edition>(segunda edición)</edition>
<publisher-name><![CDATA[Pearson]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B13">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Mejía]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Sanche Llanes]]></surname>
<given-names><![CDATA[N. N.]]></given-names>
</name>
</person-group>
<source><![CDATA[Metodología de la Investigación]]></source>
<year>2018</year>
<publisher-name><![CDATA[Grupo Editorial Éxodo]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B14">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Oliva]]></surname>
<given-names><![CDATA[H.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[La gamificación como estrategia metodológica en el contexto educativo universitario]]></article-title>
<source><![CDATA[Realidad y Reflexión]]></source>
<year>2016</year>
<numero>44</numero>
<issue>44</issue>
<page-range>29-47</page-range></nlm-citation>
</ref>
<ref id="B15">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Pérez]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Pérez]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Seca]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<source><![CDATA[Metodología de la Investigación científica]]></source>
<year>2020</year>
<publisher-name><![CDATA[Editorial Maipue]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B16">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Werbach]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
<name>
<surname><![CDATA[Hunter]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
</person-group>
<source><![CDATA[For the win: how game thinking can revolutionize your business]]></source>
<year>2012</year>
<publisher-name><![CDATA[Wharton Digital Press]]></publisher-name>
</nlm-citation>
</ref>
</ref-list>
</back>
</article>
