<?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>0124-8146</journal-id>
<journal-title><![CDATA[Investigaciones Andina]]></journal-title>
<abbrev-journal-title><![CDATA[Investig. andina]]></abbrev-journal-title>
<issn>0124-8146</issn>
<publisher>
<publisher-name><![CDATA[Fundación Universitaria del Área Andina - FUNANDI]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0124-81462022000100069</article-id>
<article-id pub-id-type="doi">10.33132/01248146.2194</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[GAMIFICACIÓN EDUCATIVA Y DIMENSIÓN AFECTIVA DEL ESTUDIANTADO: MÁS QUE MOTIVACIÓN EXTRÍNSECA]]></article-title>
<article-title xml:lang="pt"><![CDATA[GAMIFICAÇÃO EDUCACIONAL E DIMENSÃO AFETIVA DO ALUNO: MAIS QUE MOTIVAÇÃO EXTRÍNSECA]]></article-title>
<article-title xml:lang="en"><![CDATA[EDUCATIONAL GAMIFICATION AND AFFECTIVE DIMENSION OF STUDENTS: MORE THAN EXTRINSIC MOTIVATION]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Suárez Baeza]]></surname>
<given-names><![CDATA[Fátima Renée]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Autónoma de Yucatán Facultad de Educación ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Mexico</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2022</year>
</pub-date>
<volume>24</volume>
<numero>44</numero>
<fpage>69</fpage>
<lpage>86</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0124-81462022000100069&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0124-81462022000100069&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0124-81462022000100069&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Introducción: la gamificación es una tendencia que se ha puesto en boga en diferentes sectores, incluyendo el educativo, en el cual las investigaciones se han focalizado mayormente en los principios del diseño y la motivación del estudiante, arrojando en general resultados positivos en los ambientes de aprendizaje. En ese mismo sentido, al ser un tema de interés creciente, resulta necesario considerar aristas poco exploradas como son los factores emocionales.  Objetivo: indagar la manera como las estrategias de gamificación inciden en la dimensión afectiva de un grupo de estudiantes universitarios.  Métodos: corresponde a un estudio de caso bajo el enfoque cualitativo, el cual se desarrolló en una institución particular del poniente de la ciudad de Mérida que ofrece la Licenciatura en Educación en la modalidad mixta. Para recolectar los datos se realizaron observaciones, entrevistas grupales e individuales.  Resultados: entre los principales hallazgos destaca que la experiencia del curso gamificado resultó ser un espacio liberador, en el cual el estudiantado conectaba sus emociones con su intelecto, escapando de forma momentánea de la rutina y del estrés diario que les ocasiona el combinar la escuela y el trabajo. Conclusión: las estrategias de gamificación promovieron la deconstrucción de las formas de sentir, aprender y vincularse en el aula.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Introduction: gamification is a trend that has become popular in different sectors, including education, in which research has focused mainly on the principles of design and student motivation, generally yielding positive results in learning environments. In the same sense, being a topic of growing interest, it is necessary to consider little explored edges such as emotional factors.  Objective: to investigate the way in which gamification strategies affect the affective dimension of a group of university students.  Methods: it corresponds to a case study under the qualitative approach, which was developed in a private institution in the west of the city of Mérida that offers the bachelor&#8217;s degree in Education in the mixed modality, to collect the data observations, group and individual were carried out.  Results: among the main findings, it stands out that the experience of the gamified course turned out to be a liberating space, in which the students connected their emotions with their intellect, escaping momentarily from the routine and daily stress caused by combining school and the job. Conclusion: gamification strategies promoted the deconstruction of the ways of feeling, learning and bonding in the classroom.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo Introdução: a gamificação é uma tendência que vem se popularizando em diversos setores, inclusive na educação, em que as pesquisas têm se concentrado principalmente nos princípios do design e na motivação do aluno, geralmente trazendo resultados positivos em ambientes de aprendizagem. de crescente interesse, é preciso considerar arestas pouco exploradas como os fatores emocionais.  Objetivo: investigar a forma como as estratégias de gamificação afetam a dimensão afetiva de um grupo de universitários.  Métodos: corresponde a um estudo de caso sob a abordagem qualitativa, que foi desenvolvido em uma instituição privada no oeste da cidade de Mérida que oferece o Bacharelado em Educação na modalidade mista, para coletar os dados realizaram-se observações, entrevistas grupais e individuais.  Conclusão: as estratégias de gamificação promoveram a desconstrução das formas de sentir, aprender e criar vínculos em sala de aula.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[motivación]]></kwd>
<kwd lng="es"><![CDATA[afectividad]]></kwd>
<kwd lng="es"><![CDATA[educación superior]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[motivation]]></kwd>
<kwd lng="en"><![CDATA[affectivity]]></kwd>
<kwd lng="en"><![CDATA[higher education]]></kwd>
<kwd lng="pt"><![CDATA[Gamificação]]></kwd>
<kwd lng="pt"><![CDATA[motivação]]></kwd>
<kwd lng="pt"><![CDATA[afetividade]]></kwd>
<kwd lng="pt"><![CDATA[ensino superior]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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