<?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>1692-3324</journal-id>
<journal-title><![CDATA[Revista Ingenierías Universidad de Medellín]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. ing. univ. Medellín]]></abbrev-journal-title>
<issn>1692-3324</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Medellín]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1692-33242017000200097</article-id>
<article-id pub-id-type="doi">10.22395/rium.v16n31a5</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[La gamificación en la educación superior: una revisión sistemática]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification in higher education: a systematic review]]></article-title>
<article-title xml:lang="pt"><![CDATA[O gamification no ensino superior: uma revisão sistemática]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Lozada-Ávila]]></surname>
<given-names><![CDATA[Carolina]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Betancur-Gómez]]></surname>
<given-names><![CDATA[Simón]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Cooperativa de Colombia  ]]></institution>
<addr-line><![CDATA[Medellín ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Corporación Centro de ciencia y tecnología de Antioquia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2017</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2017</year>
</pub-date>
<volume>16</volume>
<numero>31</numero>
<fpage>97</fpage>
<lpage>124</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S1692-33242017000200097&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S1692-33242017000200097&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S1692-33242017000200097&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La gamificación se presenta como alternativa a las estrategias tradicionales del aula, y cada vez es más utilizada en la educación superior (ES). El objetivo de la revisión es conocer cómo en estas áreas de conocimiento, la gamificación ha generado mayor interés en términos de producción bibliográfica y uso: administración y economía, arte y humanidades, ciencias de la salud, ciencias naturales y exactas, ciencias sociales y jurídicas, e ingeniería y arquitectura. Se identificó la participación según los resultados en nueve bases de datos académicas. El área con mayor porcentaje, mediante la escala definida en la metodología, es ingeniería y arquitectura (3,15) mientras que ciencias de la salud obtuvo (0,49). Se evidencia que la gamificación es un área explorada en la ES y que son diferentes las experiencias que ha generado su aplicación. Se recomienda establecer lineamientos para su uso, y estudios de mayor alcance para conocer sus verdaderos efectos en el aprendizaje.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Gamification is shown as an alternative for traditional classroom strategies and is increasingly used in higher education. The purpose of the revision is to know the way gamification has brought more interest in the following fields of knowledge in terms of bibliographic production and use: management and economics, arts and humanities, health sciences, natural and exact sciences, social and juridical sciences, engineering, and architecture. Participation was identified according to results in nine academic databases. The field with the highest percentage, based on the scale defined in the methodology, is Engineering and Architecture (3.15), while health sciences obtained 0.49. It is clearly seen that gamification is a field explored in higher education and experiences which have generated its application are different. Setting usage guidelines is recommended, including studies of a bigger scope in order to know its real effects on the learning process.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo O gamification apresenta-se como alternativa para as estratégias tradicionais da sala de aula e é cada vez mais utilizado no Ensino Superior (ES). O objetivo desta revisão é conhecer como, nestas áreas de conhecimento, o gamification gera maior interesse em termos de produção bibliográfica e uso: administração e economia, arte e humanas, ciências da saúde, ciências naturais e exatas, ciências sociais e jurídicas, engenharia e arquitetura. Identificou-se a participação segundo os resultados em nove bases de dados acadêmicas. A área com maior porcentagem, mediante a escala definida na metodologia, é engenharia e arquitetura (3,15), enquanto ciências da saúde obteve 0,49. Evidencia-se que o gamification é uma área explorada no ES e que são diferentes as experiências que sua aplicação gera. Recomenda-se estabelecer lineamentos para seu uso e estudos de maior alcance para conhecer seus verdadeiros efeitos na aprendizagem.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[área de conocimiento]]></kwd>
<kwd lng="es"><![CDATA[educación superior]]></kwd>
<kwd lng="es"><![CDATA[gamificación]]></kwd>
<kwd lng="es"><![CDATA[juego educativo]]></kwd>
<kwd lng="en"><![CDATA[field of knowledge]]></kwd>
<kwd lng="en"><![CDATA[higher education]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="en"><![CDATA[educational game.]]></kwd>
<kwd lng="pt"><![CDATA[área de conhecimento]]></kwd>
<kwd lng="pt"><![CDATA[ensino superior]]></kwd>
<kwd lng="pt"><![CDATA[gamification]]></kwd>
<kwd lng="pt"><![CDATA[jogo educativo]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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