<?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>S0120-39162017000200041</article-id>
<article-id pub-id-type="doi">10.17227/01203916.73rce39.56</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Efectos de un videojuego de simulación sobre tendencias altruistas en un contexto de educación abierta]]></article-title>
<article-title xml:lang="en"><![CDATA[Effects of a Simulation Videogame on Altruistic Tendencies in an Open Education Context]]></article-title>
<article-title xml:lang="pt"><![CDATA[Efeitos de um videogame de simulação sobre tendências altruístas em um contexto de educação aberta]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Garbanzo-Rodríguez]]></surname>
<given-names><![CDATA[Gabriela]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rivera-Villareal]]></surname>
<given-names><![CDATA[Cristina]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Smith-Castro]]></surname>
<given-names><![CDATA[Vanessa]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pérez-Sánchez]]></surname>
<given-names><![CDATA[Rolando]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de Costa Rica  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Costa Rica</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad de Costa Rica  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Costa Rica</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad de Costa Rica  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Costa Rica</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad de Costa Rica  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Costa Rica</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>
<numero>73</numero>
<fpage>41</fpage>
<lpage>57</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0120-39162017000200041&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0120-39162017000200041&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0120-39162017000200041&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La presente investigación se dirigió a analizar el efecto del uso de un videojuego de simulación para el entretenimiento en la tendencia altruista de una muestra no probabilística de 56 personas con una edad promedio de 32,63 años, participantes de un programa comunal de capacitación en el uso de la computadora. Mediante un diseño cuasiexperimental con pretest y pos-test se expuso a los participantes al uso de un videojuego de simulación en cuatro condiciones (juego solo, juego en parejas, juego con instrucción, juego sin instrucción). Se observó un aumento significativo en las puntuaciones de la medida de altruismo si el juego se acompañaba de una instrucción pedagógica. En su ausencia, las medidas de altruismo descendieron significativamente. No se mostraron cambios en la tendencia altruista asociados al uso del videojuego en parejas o en solitario. En general, el estudio apoya la idea de que el uso de un videojuego con contenido prosocial se encuentra vinculado con las respuestas prosociales de los usuarios.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract The purpose of this investigation was to analyze the effects of using a simulation videogame for entertainment in the altruistic tendencies of a non-probabilistic sample of 56 people with an average age of 32.63 years who participated in a community training program in computer use. Through a quasi-experimental design with a pre-test and a post-test, participants were exposed to the use of a simulation videogame with four modes (single player, two players, playing with instructions, and playing without instructions). We observed a significant increase in altruism measuring scores when the game included a pedagogical instruction. When there were no instructions, the altruism scores dropped significantly. There were no changes in the altruistic tendencies associated with playing in single mode or in pairs. Overall, the study supports the idea that the use of videogames with prosocial content is linked to the prosocial responses of users.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo A presente pesquisa visa analisar o efeito do uso de um videogame de simulação para o entretenimento na tendência altruísta de uma mostra não probabilística de 56 pessoas em uma idade média de 32 a 63 anos, participantes de um programa comunal de capacitação no uso do computador. Por meio de um procedimento quaseexperimental com pré-teste e pós-teste, os participantes interatuaram com um videogame de simulação em quatro condições (jogo solo, jogo em duplas, jogo com instrução, jogo sem instrução). Evidenciou-se um incremento significativo nas pontuações da medida de altruísmo se o jogo era acompanhado de uma instrução pedagógica. Na ausência desta, as medidas de altruísmo descenderam significativamente. Não se evidenciaram mudanças na tendencia altruísta associadas ao uso do videogame em duplas ou em solitário. Em geral, o estudo apoia a ideia de que o uso de um videogame com conteúdo pro-social está vinculado com as respostas pro-sociais dos usuários.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[altruismo]]></kwd>
<kwd lng="es"><![CDATA[instrucción pedagógica]]></kwd>
<kwd lng="es"><![CDATA[aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[educación abierta]]></kwd>
<kwd lng="en"><![CDATA[videogames]]></kwd>
<kwd lng="en"><![CDATA[altruism]]></kwd>
<kwd lng="en"><![CDATA[pedagogical instruction]]></kwd>
<kwd lng="en"><![CDATA[learning]]></kwd>
<kwd lng="en"><![CDATA[open education]]></kwd>
<kwd lng="pt"><![CDATA[videogames]]></kwd>
<kwd lng="pt"><![CDATA[altruismo]]></kwd>
<kwd lng="pt"><![CDATA[instrução pedagógica]]></kwd>
<kwd lng="pt"><![CDATA[aprendizagem]]></kwd>
<kwd lng="pt"><![CDATA[educação aberta]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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