<?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>2308-3042</journal-id>
<journal-title><![CDATA[Referencia Pedagógica]]></journal-title>
<abbrev-journal-title><![CDATA[RP]]></abbrev-journal-title>
<issn>2308-3042</issn>
<publisher>
<publisher-name><![CDATA[Universidad Tecnológica de La Habana "José Antonio Echeverría", Cujae. Centro de Referencia para la Educación de Avanzada (CREA)]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2308-30422020000100018</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Plataforma de gamificación en la evaluación de roles en la formación del ingeniero informático]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification platform in the assessment of roles in the training of the computer engineer]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Hernández González]]></surname>
<given-names><![CDATA[Anaisa]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Muñoz Castillo]]></surname>
<given-names><![CDATA[Vanessa]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Núñez López]]></surname>
<given-names><![CDATA[Carlos Rafael]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Vega Cruz]]></surname>
<given-names><![CDATA[Gilda María]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Tecnológica de La Habana &#8220;José Antonio Echeverría&#8221; (Cujae)  ]]></institution>
<addr-line><![CDATA[La Habana ]]></addr-line>
<country>Cuba</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>04</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>04</month>
<year>2020</year>
</pub-date>
<volume>8</volume>
<numero>1</numero>
<fpage>18</fpage>
<lpage>34</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_arttext&amp;pid=S2308-30422020000100018&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_abstract&amp;pid=S2308-30422020000100018&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_pdf&amp;pid=S2308-30422020000100018&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen En un equipo de desarrollo de software cada miembro desempeña uno o varios ro- les. Cada rol tiene asociada ciertas habilidades que deben poseer las personas que lo desempeñan. En la formación del Ingeniero Informático, la academia tiene la responsabilidad de aportar conocimientos y fomentar el desarrollo de habilidades que tributen a estos roles. Por supuesto, también tiene que evaluar cómo los estudiantes van adquiriéndolos. En este trabajo se presenta una propuesta de cómo usar la gamificación en la evaluación a lo largo de la carrera en la formación de los roles profesionales definidos en el plan de estudio E. La plataforma que se describe se prevé que genere aplicaciones para móviles que contienen una estrategia para la evaluación, personalizada por el profesor. La herramienta incorpora las mecánicas, los componentes y las dinámicas de los juegos que resultan interesantes para el segmento para el cual está destinado: estudiantes universitarios de la carrera de Ingeniería Informática. Constituye una investigación cualitativa que usa el método de investigación-acción, con la finalidad de generar un beneficio para los estudiantes y conocimiento de investigación relevante sobre la aplicación de la gamificación al objeto de estudio.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract In a software development team each member plays one or more roles. Each role has associated certain skills that the people who play it must possess. In the formation of the Computer Engineer, the academy has the responsibility of contributing knowledge and promoting the development of skills that contribute to these roles. Of course, you also have to evaluate how students acquire them. This paper presents a proposal on how to use gamification in the evaluation of roles. The platform described is expected to generate mobile applications that contain a strategy for evaluation, customized by the teacher. The tool incorporates the mechanics, components and dynamics of the games that are interesting for the segment for which it is intended: university students of the Computer Engineering degree. It constitutes a qualitative investigation that uses the action research method, with the purpose of generating a benefit for the students and knowledge of relevant research on the application of gamification to the object of study.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Enseñanza de la Informática]]></kwd>
<kwd lng="es"><![CDATA[Juego]]></kwd>
<kwd lng="es"><![CDATA[Roles]]></kwd>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[Plataforma de gamificación]]></kwd>
<kwd lng="en"><![CDATA[Computer Teaching]]></kwd>
<kwd lng="en"><![CDATA[Game]]></kwd>
<kwd lng="en"><![CDATA[Roles]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Gamification Platform]]></kwd>
</kwd-group>
</article-meta>
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<given-names><![CDATA[F]]></given-names>
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<surname><![CDATA[Isla]]></surname>
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<given-names><![CDATA[J.]]></given-names>
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<ref id="B27">
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<person-group person-group-type="author">
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