<?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>S2616-79642025000100306</article-id>
<article-id pub-id-type="doi">10.33996/revistahorizontes.v9i36.920</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Gamificación y el aprendizaje significativo en estudiantes universitarios]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification and meaningful learning in university students]]></article-title>
<article-title xml:lang="pt"><![CDATA[Gamificação e aprendizagem significativa em estudantes universitários]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Delgado Arenas]]></surname>
<given-names><![CDATA[Raúl]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Farfán Pimentel]]></surname>
<given-names><![CDATA[Johnny Félix]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Farfán Pimentel]]></surname>
<given-names><![CDATA[Diana Eulogia]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Soto Hinostroza]]></surname>
<given-names><![CDATA[Ireneo]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Santivañez De Osambela]]></surname>
<given-names><![CDATA[Javier Eduardo]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Fuertes Meza]]></surname>
<given-names><![CDATA[Luis Carmelo]]></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>Perú</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>03</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>03</month>
<year>2025</year>
</pub-date>
<volume>9</volume>
<numero>36</numero>
<fpage>306</fpage>
<lpage>317</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_arttext&amp;pid=S2616-79642025000100306&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_abstract&amp;pid=S2616-79642025000100306&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.bo/scielo.php?script=sci_pdf&amp;pid=S2616-79642025000100306&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN La gamificación se presenta como una estrategia didáctica que mejora los procesos de enseñanza y aprendizaje al fomentar la participación activa de los estudiantes, promoviendo aprendizajes significativos y fortaleciendo la comprensión de situaciones del contexto real. Este estudio tuvo como objetivo analizar la relación entre la gamificación y el aprendizaje significativo en 52 estudiantes de posgrado de una universidad peruana. La investigación fue de tipo básico con un diseño no experimental. Los resultados revelaron una relación significativa entre ambas variables (rho = 0.280; p = 0.000 &lt; 0.05), destacando que la gamificación optimiza el desarrollo de competencias clave y facilita los procesos pedagógicos. Se concluye que esta estrategia constituye un recurso efectivo para potenciar el desempeño académico y la resolución de problemas en contextos educativos superiores.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT Gamification is presented as a didactic strategy that improves teaching and learning processes by encouraging the active participation of students, promoting meaningful learning and strengthening the understanding of real context situations. The objective of this study was to analyze the relationship between gamification and meaningful learning in 52 graduate students of a Peruvian university. The research was basic with a non-experimental design. The results revealed a significant relationship between both variables (rho = 0.280; p = 0.000 &lt; 0.05), highlighting that gamification optimizes the development of key competencies and facilitates pedagogical processes. It is concluded that this strategy constitutes an effective resource to enhance academic performance and problem solving in higher educational contexts.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO A gamificação é apresentada como uma estratégia didática que melhora os processos de ensino e aprendizagem ao incentivar a participação ativa dos alunos, promover a aprendizagem significativa e fortalecer a compreensão de situações no contexto real. O objetivo deste estudo foi analisar a relação entre a gamificação e a aprendizagem significativa em 52 alunos de pós-graduação em uma universidade peruana. A pesquisa foi básica com um projeto não experimental. Os resultados revelaram uma relação significativa entre ambas as variáveis (rho = 0,280; p = 0,000 &lt; 0,05), destacando que a gamificação otimiza o desenvolvimento de competências essenciais e facilita os processos pedagógicos. Conclui-se que essa estratégia constitui um recurso eficaz para melhorar o desempenho acadêmico e a resolução de problemas em contextos de ensino superior.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[Aprendizaje significativo]]></kwd>
<kwd lng="es"><![CDATA[Estrategias didácticas]]></kwd>
<kwd lng="es"><![CDATA[Habilidades]]></kwd>
<kwd lng="es"><![CDATA[Educación superior]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Meaningful learning]]></kwd>
<kwd lng="en"><![CDATA[Didactic strategies]]></kwd>
<kwd lng="en"><![CDATA[Skills]]></kwd>
<kwd lng="en"><![CDATA[Higher education]]></kwd>
<kwd lng="pt"><![CDATA[Gamificação]]></kwd>
<kwd lng="pt"><![CDATA[Aprendizagem significativa]]></kwd>
<kwd lng="pt"><![CDATA[Estratégias de ensino]]></kwd>
<kwd lng="pt"><![CDATA[Habilidades]]></kwd>
<kwd lng="pt"><![CDATA[Ensino superior]]></kwd>
</kwd-group>
</article-meta>
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