<?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>S2616-79642024000402596</article-id>
<article-id pub-id-type="doi">10.33996/revistahorizontes.v8i35.890</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Gamificación como estrategia para mejorar la motivación en estudiantes universitarios: Revisión sistemática]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification as a strategy to improve motivation in university students: Systematic review]]></article-title>
<article-title xml:lang="pt"><![CDATA[Gamificação como estratégia para melhorar a motivação de estudantes universitários: revisão sistemática]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Laca Olivos Chang]]></surname>
<given-names><![CDATA[Luis José Martín]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Díaz García]]></surname>
<given-names><![CDATA[Magaly de Lourdes]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Piscoche Botello]]></surname>
<given-names><![CDATA[César Augusto]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Lima  ]]></institution>
<addr-line><![CDATA[Lima ]]></addr-line>
<country>Peru</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<volume>8</volume>
<numero>35</numero>
<fpage>2596</fpage>
<lpage>2609</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_arttext&amp;pid=S2616-79642024000402596&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_abstract&amp;pid=S2616-79642024000402596&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_pdf&amp;pid=S2616-79642024000402596&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN El desafío que enfrenta el sistema educativo actual es introducir enfoques basados en juegos para estimular a mejorar el rendimiento de estudiantes. Se llevó a cabo un análisis exhaustivo sobre la implementación de la gamificación con el objetivo de explorar en detalle cómo la gamificación se empleó para aumentar la motivación en estudiantes universitarios de América Latina-período 2020 a 2023. El estudio se enmarca en un enfoque descriptivo, realizando una revisión sistemática de artículos científicos de revistas indexadas en Scopus y WOS, aplicando fórmulas de búsqueda con conectores boléanos, además los criterios de inclusión: estudios en América Latina del 2020 al 2023 y como criterios de exclusión artículos que no relacionen gamificación con la motivación de universitarios. Se encontraron 1140 artículos, seleccionando 37 artículos que cumplían con los criterios indicados. Los hallazgos revelan que el uso de gamificación como estrategia de enseñanza, logra motivar y mejorar el aprendizaje de estudiantes.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT The challenge facing the current educational system is to introduce game-based approaches to stimulate improved student performance. A comprehensive analysis on the implementation of gamification was carried out with the aim of exploring in detail how gamification was employed to increase motivation in university students in Latin America-period 2020 to 2023. The study is framed in a descriptive approach, performing a systematic review of scientific articles from journals indexed in Scopus and WOS, applying search formulas with Boléan connectors, in addition to the inclusion criteria: studies in Latin America from 2020 to 2023 and as exclusion criteria articles that do not relate gamification with the motivation of university students. A total of 1140 articles were found, selecting 37 articles that met the indicated criteria. The findings reveal that the use of gamification as a teaching strategy can motivate and improve student learning.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO O desafio que o sistema educacional atual enfrenta é introduzir abordagens baseadas em jogos para estimular e melhorar o desempenho dos alunos. Uma análise abrangente sobre a implementação da gamificação foi realizada com o objetivo de explorar em detalhes como a gamificação foi empregada para aumentar a motivação dos estudantes universitários latino-americanos de 2020 a 2023. O estudo se enquadra em uma abordagem descritiva, realizando uma revisão sistemática de artigos científicos de periódicos indexados na Scopus e na WOS, aplicando fórmulas de busca com conectores Boléan, além dos critérios de inclusão: estudos na América Latina de 2020 a 2023 e como critérios de exclusão artigos que não relacionam a gamificação com a motivação de estudantes universitários. Foram encontrados 1140 artigos, sendo selecionados 37 artigos que atendiam aos critérios indicados. Os resultados revelam que o uso da gamificação como estratégia de ensino consegue motivar e melhorar a aprendizagem dos alunos.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[Motivación]]></kwd>
<kwd lng="es"><![CDATA[Estudiante]]></kwd>
<kwd lng="es"><![CDATA[América Latina]]></kwd>
<kwd lng="es"><![CDATA[Estudiantes universitarios]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Motivation]]></kwd>
<kwd lng="en"><![CDATA[Student]]></kwd>
<kwd lng="en"><![CDATA[Latin America]]></kwd>
<kwd lng="en"><![CDATA[University students]]></kwd>
<kwd lng="pt"><![CDATA[Gamificação]]></kwd>
<kwd lng="pt"><![CDATA[Motivação]]></kwd>
<kwd lng="pt"><![CDATA[Estudante]]></kwd>
<kwd lng="pt"><![CDATA[América Latina]]></kwd>
<kwd lng="pt"><![CDATA[Estudantes universitários]]></kwd>
</kwd-group>
</article-meta>
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