<?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>S2308-30422020000100046</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Condiciones para la aplicación de la ludificación en el proceso de enseñanza-aprendizaje con carácter formativo]]></article-title>
<article-title xml:lang="en"><![CDATA[Conditions for the application of gamification in the teaching- learning process with a formative]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rodríguez Ramírez]]></surname>
<given-names><![CDATA[Javier]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pérez Martín]]></surname>
<given-names><![CDATA[Lorenzo]]></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>46</fpage>
<lpage>59</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_arttext&amp;pid=S2308-30422020000100046&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_abstract&amp;pid=S2308-30422020000100046&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_pdf&amp;pid=S2308-30422020000100046&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La ludificación aplicada en educación es una práctica que se viene expandiendo en el mundo a medida que crece tanto el interés por los juegos, en especial de los videojuegos, como el nivel de integración de las TIC en los procesos de enseñanza-aprendizaje. Sin embargo, esta práctica no ha estado exenta de polémica y resultados contradictorios, además, la mayoría de los resultados que avalan como los que demeritan las prácticas más comunes de ludificación no se identifican características asociables a las concepciones que se tienen para la educación en Cuba. En el presente trabajo se discute una de las causas por las cuales se considera que puede fallar la ludificación aplicada en la educación y se establecen un conjunto de condiciones para su aplicación tomando como punto de partida una visión del proceso de enseñanza-aprendizaje con carácter formativo.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Gamification applied in education is a practice that is expanding in the world in the same way that the interest in games, specially videogames, and the level of integration of information and communication technologies in the teaching- learning processes are also growing. However, this practice has not been exempt of controversy and contradictory results, besides, most of both the results that endorse and those that demerit the more common practices of gamification are not identifiable with the characteristics of the conceptions that are hold in Cuba about education. In the current work it is discussed one of the possible reasons why gamification applied in education is considered that may fail. Also, a set of conditions for its application are given, starting from a point of view of a teaching-learning process with a formative character.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Proceso de enseñanza-aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[ludificación]]></kwd>
<kwd lng="es"><![CDATA[juegos]]></kwd>
<kwd lng="es"><![CDATA[elementos de los juegos]]></kwd>
<kwd lng="es"><![CDATA[motivación]]></kwd>
<kwd lng="en"><![CDATA[Teaching-learning process]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="en"><![CDATA[games]]></kwd>
<kwd lng="en"><![CDATA[game elements]]></kwd>
<kwd lng="en"><![CDATA[motivation]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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