<?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>2518-8283</journal-id>
<journal-title><![CDATA[Educación Superior]]></journal-title>
<abbrev-journal-title><![CDATA[Edu. Sup. Rev. Cient. Cepies]]></abbrev-journal-title>
<issn>2518-8283</issn>
<publisher>
<publisher-name><![CDATA[Centro Psicopedagógico y de Investigación  en Educación Superior CEPIES-UMSA]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2518-82832023000300111</article-id>
<article-id pub-id-type="doi">10.53287/djov7613fe50e</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Impacto potencial del uso de videojuegos en el aprendizaje de los individuos.]]></article-title>
<article-title xml:lang="en"><![CDATA[Potential impact of the use of video games on the learning of individuals]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Herrera Hurtado]]></surname>
<given-names><![CDATA[José Abraham]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Jahh279@gmail.com  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>11</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>11</month>
<year>2023</year>
</pub-date>
<volume>10</volume>
<numero>3</numero>
<fpage>111</fpage>
<lpage>116</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_arttext&amp;pid=S2518-82832023000300111&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_abstract&amp;pid=S2518-82832023000300111&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_pdf&amp;pid=S2518-82832023000300111&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La presente investigación se realizó con el propósito de analizar los efectos de los videojuegos en el aprendizaje del individuo, para ello se desarrolló una investigación de tipo descriptiva, con un enfoque cualitativo y utilizó el análisis bibliográfico documental para el relevamiento de información, mientras que para el análisis de la información se seleccionó el método analítico-sintético, consideró como muestra a toda investigación desarrollada en el ámbito del efecto de los videojuegos en el aprendizaje del individuo, se utilizó posteriormente un criterio de discriminación para determinar cuales de estas investigaciones eran las más relevantes, se obtuvo como resultado que considerando los saberes que componen a una competencia, respecto al saber conocer, los videojuegos incrementan la eficacia del análisis situacional y la memoria, así como la actividad cerebral en general, cambian la forma en que el cerebro procesa la información visual, incrementan el volumen de la materia gris, respecto al saber hacer, los videojuegos incrementan la capacidad de transferencia de habilidades entre actividades simuladas y la vida real, además que puede ser una actividad igual de eficiente que el entrenamiento tradicional para el desarrollo de habilidades complejas, respecto al saber ser, los videojuegos facilitan el proceso de establecer relaciones sociales con un impacto positivo en la inteligencia emocional, además, alivian el estrés a causa de constantes actividades cognitivas demandantes. Se resalta como conclusión que existen muchos beneficios potenciales en su uso, aunque se considera que existen también aspectos negativos del uso de videojuegos en el individuo que deben ser estudiados.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract The present research was carried out with the purpose of analyzing the effects of video games on individual learning, for this descriptive research was developed, with a qualitative approach and used documentary bibliographic analysis to collect information, while to in the analysis of the information, the analytical-synthetic method was selected. All research developed in the field of the effect of video games on individual learning was considered as a sample. A discrimination criterion was subsequently used to determine which of these investigations were the most relevant, the result was obtained that considering the knowledge that makes up a competence, with respect to knowing how to know, video games increase the effectiveness of situational analysis and memory, as well as brain activity in general, changing the way in which the brain processes information. visual information, increase the volume of gray matter, with respect to know-how, video games increase the ability to transfer skills between simulated activities and real life, and it can also be an activity just as efficient as traditional training for the development of complex skills, regarding knowing how to be, video games facilitate the process of establishing social relationships with a positive impact on emotional intelligence, in addition, they relieve stress due to constant demanding cognitive activities. In conclusion, it is highlighted that there are many potential benefits in their use, although it is considered that there are also negative aspects of the use of video games in the individual that must be studied.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[Efectos de los videojuegos]]></kwd>
<kwd lng="es"><![CDATA[Saberes]]></kwd>
<kwd lng="es"><![CDATA[Competencias]]></kwd>
<kwd lng="en"><![CDATA[Learning]]></kwd>
<kwd lng="en"><![CDATA[Effects of videogames]]></kwd>
<kwd lng="en"><![CDATA[Knowledge]]></kwd>
<kwd lng="en"><![CDATA[Competences]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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