<?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>2616-7964</journal-id>
<journal-title><![CDATA[Horizontes Revista de Investigación en Ciencias de la Educación]]></journal-title>
<abbrev-journal-title><![CDATA[Horizontes Rev. Inv. Cs. Edu.]]></abbrev-journal-title>
<issn>2616-7964</issn>
<publisher>
<publisher-name><![CDATA[CET-BOLIVIA]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2616-79642023000301399</article-id>
<article-id pub-id-type="doi">10.33996/revistahorizontes.v7i29.600</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Efectos de la gamificación en la motivación y el aprendizaje]]></article-title>
<article-title xml:lang="en"><![CDATA[Effects of gamification on motivation and learning]]></article-title>
<article-title xml:lang="pt"><![CDATA[Efeitos da gamificação na motivação e aprendizagem]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Quispe]]></surname>
<given-names><![CDATA[María del Carmen Huamaní]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Vilca]]></surname>
<given-names><![CDATA[Carlos Sixto Vega]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad César Vallejo  ]]></institution>
<addr-line><![CDATA[Lima ]]></addr-line>
<country>Perú</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2023</year>
</pub-date>
<volume>7</volume>
<numero>29</numero>
<fpage>1399</fpage>
<lpage>1410</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_arttext&amp;pid=S2616-79642023000301399&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_abstract&amp;pid=S2616-79642023000301399&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_pdf&amp;pid=S2616-79642023000301399&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN Los efectos de la implementación de las actividades con gamificación brindan experiencias y estrategias adecuadas para optimizar la motivación y el aprendizaje de los estudiantes de educación básica. En tal sentido, el objetivo del presente artículo es identificar las estrategias y aportes de los efectos de la gamificación en la motivación y aprendizaje. La metodología aplicada para la recolección de la literatura fue por medio de la revisión sistemática. Para ello se seleccionaron 27 artículos publicados en los resultados de búsquedas en las bases de datos de Scielo, Scopus y Web of Science, los cuales fueron desarrollados entre el 2020 al 2022. La revisión de la literatura permitió concluir que la gamificación repercute significativamente en la motivación y el aprendizaje de los estudiantes, alcanzando mejores resultados cuando se complementan con otras estrategias y elementos adicionales al uso de insignias, puntos y tablas de clasificación.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT The effects of the implementation of activities with gamification provide adequate experiences and strategies to optimize the motivation and learning of basic education students. In this sense, the objective of this article is to identify the strategies and contributions of the effects of gamification on motivation and learning. The methodology applied for the collection of the literature was by means of systematic review. For this purpose, 27 articles published in the results of searches in the Scielo, Scopus and Web of Science databases were selected, which were developed between 2020 and 2022. The literature review allowed us to conclude that gamification has a significant impact on student motivation and learning, achieving better results when complemented with other strategies and elements in addition to the use of badges, points and leaderboards.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO Os efeitos da implementação de atividades de gamificação proporcionam experiências e estratégias adequadas para otimizar a motivação e o aprendizado dos alunos da educação básica. Nesse sentido, o objetivo deste artigo é identificar as estratégias e as contribuições dos efeitos da gamificação na motivação e na aprendizagem. A metodologia aplicada para a coleta de literatura foi por meio de uma revisão sistemática. Para tanto, foram selecionados 27 artigos publicados nos resultados das buscas nas bases de dados Scielo, Scopus e Web of Science, desenvolvidas entre 2020 e 2022. A revisão da literatura nos permitiu concluir que a gamificação tem um impacto significativo na motivação e na aprendizagem dos alunos, obtendo melhores resultados quando complementada com outras estratégias e elementos além do uso de emblemas, pontos e placares de líderes.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[Motivación]]></kwd>
<kwd lng="es"><![CDATA[Estrategias]]></kwd>
<kwd lng="en"><![CDATA[Learning]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Motivation]]></kwd>
<kwd lng="en"><![CDATA[Strategies]]></kwd>
<kwd lng="pt"><![CDATA[Aprendizagem]]></kwd>
<kwd lng="pt"><![CDATA[Gamificação]]></kwd>
<kwd lng="pt"><![CDATA[Motivação]]></kwd>
<kwd lng="pt"><![CDATA[Estratégias]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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