<?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>0120-6230</journal-id>
<journal-title><![CDATA[Revista Facultad de Ingeniería Universidad de Antioquia]]></journal-title>
<abbrev-journal-title><![CDATA[Rev.fac.ing.univ. Antioquia]]></abbrev-journal-title>
<issn>0120-6230</issn>
<publisher>
<publisher-name><![CDATA[Facultad de Ingeniería, Universidad de Antioquia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0120-62302021000200113</article-id>
<article-id pub-id-type="doi">10.17533/udea.redin.20200690</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[Gamebased collaborative learning framework for computational thinking development]]></article-title>
<article-title xml:lang="es"><![CDATA[Marco de aprendizaje colaborativo basado en videojuegos para el desarrollo del pensamiento computacional]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Magno de Jesus]]></surname>
<given-names><![CDATA[Ângelo]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
<xref ref-type="aff" rid="Aaf"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Silveira]]></surname>
<given-names><![CDATA[Ismar Frango]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Instituto Federal de Minas Gerais  ]]></institution>
<addr-line><![CDATA[Belo Horizonte ]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade Cruzeiro do Sul  ]]></institution>
<addr-line><![CDATA[São Paulo ]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2021</year>
</pub-date>
<numero>99</numero>
<fpage>113</fpage>
<lpage>123</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0120-62302021000200113&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0120-62302021000200113&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0120-62302021000200113&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT Computational Thinking (CT) can amplify learners&#8217; skill sets so that they become excellent problem-solvers. Game-Based Learning and Collaborative Learning are two approaches that may aid in the development of CT skills. This paper describes a framework based on Game and Problem-Based Learning Strategies which aims to enhance the CT teaching and improves students&#8217; social skills, considering aspects of fun. The framework stands out for including collaborative learning features defined in the main literature. Also, the strategy was developed specifically to fit the games&#8217; dynamics. The approach was evaluated via metacognitive and transactive analysis and by a survey. The results showed evidence that the method is able to stimulate interaction among students to apply problem-solving strategies.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN El Pensamiento Computacional (PC) puede amplificar los conjuntos de habilidades de los alumnos para que se conviertan en excelentes solucionadores de problemas. El aprendizaje basado en juegos y el aprendizaje colaborativo son dos enfoques que pueden ayudar en el desarrollo de habilidades de PC. Este articulo describe un marco conceptual basado en el juego y las estrategias de aprendizaje basadas en problemas que tiene como objetivo mejorar la enseñanza de PC y desarrollar las habilidades sociales de los estudiantes de una manera divertida. El marco se destaca al incluir características de aprendizaje colaborativo definidas en la literatura principal. Además, la estrategia se desarrolló específicamente para adaptarse a la dinámica de los juegos. El enfoque se evaluó mediante análisis metacognitivo y transactivo y mediante una encuesta. Los resultados mostraron evidencia de que el método puede estimular la interacción entre los estudiantes para aplicar estrategias de resolución de problemas.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Video games]]></kwd>
<kwd lng="en"><![CDATA[computer science education]]></kwd>
<kwd lng="en"><![CDATA[learning methods]]></kwd>
<kwd lng="en"><![CDATA[group instruction]]></kwd>
<kwd lng="es"><![CDATA[Vídeojuego]]></kwd>
<kwd lng="es"><![CDATA[enseñanza de la informática]]></kwd>
<kwd lng="es"><![CDATA[método de aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[enseñanza en grupo]]></kwd>
</kwd-group>
</article-meta>
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