<?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>0120-3916</journal-id>
<journal-title><![CDATA[Revista Colombiana de Educación]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. colomb. educ.]]></abbrev-journal-title>
<issn>0120-3916</issn>
<publisher>
<publisher-name><![CDATA[Universidad Pedagógica Nacional de Colombia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0120-39162022000100215</article-id>
<article-id pub-id-type="doi">10.17227/rce.num84-12701</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Videojuegos y preadolescencia. Uso, hábitos implicaciones socioeducativas en función del género]]></article-title>
<article-title xml:lang="en"><![CDATA[Video Games and Pre-Adolescence. Use, Habits and Socio-Educational Implications According to Gender]]></article-title>
<article-title xml:lang="pt"><![CDATA[Jogos de vídeo e pré-adolescência. Utilização, hábitos e implicações sócio-educativas de acordo com o género]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[López-Noguero]]></surname>
<given-names><![CDATA[Fernando]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gallardo-López]]></surname>
<given-names><![CDATA[José Alberto]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Muñoz-Villaraviz]]></surname>
<given-names><![CDATA[David]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Pablo de Olavide Departamento de Educación y Psicología Social ]]></institution>
<addr-line><![CDATA[Sevilla ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Pablo de Olavide Departamento de Educación y Psicología Social ]]></institution>
<addr-line><![CDATA[Sevilla ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Pablo de Olavide  ]]></institution>
<addr-line><![CDATA[Sevilla ]]></addr-line>
<country>Spain</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>04</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>04</month>
<year>2022</year>
</pub-date>
<numero>84</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0120-39162022000100215&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0120-39162022000100215&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0120-39162022000100215&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Los videojuegos constituyen en la actualidad una forma de entretenimiento muy extendida entre los jóvenes preadolescentes, pero también pueden convertirse en herramientas poderosas para la gamificación en las aulas y para la mejora de los procesos de enseñanza/aprendizaje. Además, facilitan el aprendizaje en diversos ámbitos del conocimiento y benefician el desarrollo de habilidades múltiples desde lo lúdico y lo creativo, pero también pueden provocar efectos negativos como adicciones, sedentarismo, disminución del rendimiento académico o problemas de sociabilidad. El objetivo del artículo de investigación es conocer los hábitos de consumo de videojuegos en la preadolescencia y sus implicaciones socioeducativas, en función del género de los participantes. La muestra está compuesta por 825 estudiantes de diversos centros educativos públicos de Andalucía (España), con edades comprendidas entre los 9 y 14 años. La investigación se desarrolla desde un enfoque metodológico cuantitativo, descriptivo, ex post facto, transversal y correlacional, utilizando el instrumento "Cuestionario sobre hábitos de consumo de los videojuegos" (López, 2012) para la recolección de información. Los resultados indican una clara diferenciación en las respuestas emitidas en función del género, indicando que los chicos se interesan más por los videojuegos, conocen un mayor número de ellos y los usan con mayor frecuencia que las chicas. Además, son ellos quienes demuestran tener una actitud más competitiva cuando los juegan.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Video games are now a widespread form of entertainment among pre-adolescent youth, but they can also become powerful tools for game-playing in the classroom and for improving the teaching-learning process. Video games facilitate learning in various fields of knowledge and benefit the development of multiple skills from the recreational and creative, but can also cause negative effects such as addiction, sedentarism, decreased academic performance or sociability problems. The aim of the research is to know the habits of consumption of video games in pre-adolescence and its socio-educational implications, depending on the gender of the participants. The sample is composed of 825 students from various public educational centers in Andalusia (Spain), aged between 9 and 14 years. The research is developed from a quantitative, descriptive, ex post facto, transversal and correlational methodological approach, using the instrument "Questionnaire on video game consumption habits" (López, 2012) for the collection of information. The results indicate a clear differentiation in the responses issued according to gender, indicating that boys are more interested in video games, know more about them and use them more frequently than girls. In addition, it is boys who demonstrate a more competitive attitude when playing video games.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo Os videojogos são agora uma forma generalizada de entretenimento entre os préadolescentes, mas podem também tornar-se poderosos instrumentos para jogar na sala de aula e para melhorar o processo de ensino-aprendizagem. Os jogos de vídeo facilitam a aprendizagem em vários campos do conhecimento e beneficiam o desenvolvimento de múltiplas competências a partir do recreio e da criatividade, mas também podem causar efeitos negativos tais como dependência, sedentarismo, diminuição do desempenho académico ou problemas de sociabilidade. O objetivo da investigação é conhecer os hábitos de consumo de jogos de vídeo na pré-adolescência e as suas implicações sócio-educativas, dependendo do sexo dos participantes. A amostra é composta por 825 estudantes de vários centros educativos públicos na Andaluzia (Espanha), com idades compreendidas entre os 9 e os 14 anos. A investigação é desenvolvida a partir de uma abordagem metodológica quantitativa, descritiva, ex post facto, transversal e correlacional, utilizando o instrumento "Questionário sobre hábitos de consumo de jogos de vídeo" (López, 2012) para a recolha de informação. Os resultados indicam uma clara diferenciação nas respostas dadas em função do sexo, indicando que os rapazes estão mais interessados nos jogos de vídeo, sabem mais sobre eles e utilizam-nos com mais frequência do que as raparigas. Além disso, são os rapazes que mostram uma atitude mais competitiva quando jogam videojogos.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[videojuegos educativos]]></kwd>
<kwd lng="es"><![CDATA[género]]></kwd>
<kwd lng="es"><![CDATA[preadolescencia]]></kwd>
<kwd lng="es"><![CDATA[gamificación]]></kwd>
<kwd lng="es"><![CDATA[ocio digital]]></kwd>
<kwd lng="en"><![CDATA[educational video games]]></kwd>
<kwd lng="en"><![CDATA[gender]]></kwd>
<kwd lng="en"><![CDATA[pre-adolescence]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="en"><![CDATA[digital leisure]]></kwd>
<kwd lng="pt"><![CDATA[jogos de vídeo educativos]]></kwd>
<kwd lng="pt"><![CDATA[género]]></kwd>
<kwd lng="pt"><![CDATA[pré-adolescência]]></kwd>
<kwd lng="pt"><![CDATA[gamificação]]></kwd>
<kwd lng="pt"><![CDATA[lazer digital]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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