<?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>1688-9304</journal-id>
<journal-title><![CDATA[Cuadernos de Investigación Educativa]]></journal-title>
<abbrev-journal-title><![CDATA[Cuad. Investig. Educ.]]></abbrev-journal-title>
<issn>1688-9304</issn>
<publisher>
<publisher-name><![CDATA[Instituto de Educación Universidad ORT Uruguay]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1688-93042022000200005</article-id>
<article-id pub-id-type="doi">10.18861/cied.2022.13.2.3250</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[El videojuego en el aula: su inclusión como estrategia didáctica]]></article-title>
<article-title xml:lang="en"><![CDATA[Video games in the Classroom: A Didactic Strategy]]></article-title>
<article-title xml:lang="pt"><![CDATA[O videogame na sala de aula: sua inclusão como estratégia didática]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Questa-Torterolo]]></surname>
<given-names><![CDATA[Mariela]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Techera]]></surname>
<given-names><![CDATA[Andrea Tejera]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Martín]]></surname>
<given-names><![CDATA[Verónica Zorrilla de San]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad ORT Uruguay  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Uruguay</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2022</year>
</pub-date>
<volume>13</volume>
<numero>2</numero>
<fpage>5</fpage>
<lpage>21</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_arttext&amp;pid=S1688-93042022000200005&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_abstract&amp;pid=S1688-93042022000200005&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_pdf&amp;pid=S1688-93042022000200005&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La investigación explora la utilización de un videojuego con fines educativos, Monstruos versus Virus, relacionado al contexto de pandemia por COVID-19 en Uruguay. El objetivo fue indagar en las potencialidades del uso de un videojuego en dos centros educativos, de manera de comprender las lógicas de su incorporación como estrategia pedagógica en aulas de enseñanza primaria. Se implementó un estudio de casos, articulado mediante pruebas piloto del videojuego en cinco grupos, y la realización de cuatro entrevistas semiestructuradas a referentes de tecnologías educativas de los centros y docentes involucrados en las pruebas. Como resultado más relevante se encuentra la multiplicidad de ideas que surgen entre los entrevistados, respecto de posibles estrategias a desarrollar con el videojuego en clase. Asimismo, se evidencia la valoración general positiva de los entrevistados sobre el uso de videojuegos a nivel educativo, destacándose algunos obstáculos y facilitadores a la hora de su implementación. Como conclusión principal, se señala la necesidad de seguir indagando en la temática en el país, generando conocimiento sobre las experiencias de los docentes, en tanto no existen registros que permitan intercambiar experiencias o evaluar los efectos de los videojuegos en la enseñanza primaria.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract This research explores the use of a video game for educational purposes, Monsters versus Viruses, in the context of the COVID-19 pandemic in Uruguay. The objective was to investigate the potential use of a video game in two educational centers, in order to understand the logics of its incorporation as a pedagogical strategy in primary school classrooms. A case study was implemented, articulated through pilot tests in five groups and the conduction of four semi-structured interviews with both referents in educational technologies and teachers. The most relevant result is the multiplicity of ideas that arise among the interviewees about possible strategies to be developed with the video game in class. Likewise, the general positive assessment of the interviewees on the use of video games at the educational level is evident, highlighting both obstacles and facilitators at the time of their implementation. As a main conclusion, there is a need to continue investigating the subject in the country, generating knowledge about teachers&#8217; experiences, as there are no records that allow exchanging experiences or that evaluate the effects of video games in primary education.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo A pesquisa explora o uso de um videogame para fins educacionais, Monsters versus Viruses, relacionado ao contexto da pandemia COVID-19 no Uruguai. O objetivo foi investigar as potencialidades do uso de um videogame, em dois centros educacionais, a fim de compreender as lógicas de sua incorporação como estratégia pedagógica nas salas de aula do ensino fundamental. Foi implementado um estudo de caso, articulado por meio de testes piloto do videogame em cinco grupos e a realização de quatro entrevistas semiestruturadas com referências de tecnologias educacionais dos centros e professores envolvidos nas provas. O resultado mais relevante é a multiplicidade de ideias que surgem entre os entrevistados, em relação a possíveis estratégias a serem desenvolvidas com o videogame em sala de aula. Da mesma forma, é evidente a avaliação positiva geral dos entrevistados sobre o uso de videogames no nível educacional, destacando alguns obstáculos e facilitadores no momento de sua implementação. Como conclusão principal, ressalta-se a necessidade de continuar investigando o tema no país, gerando conhecimento sobre as experiências dos professores, uma vez que não há registros que permitam a troca de experiências ou avaliação dos efeitos dos videogames na educação básica.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[estrategias de enseñanza]]></kwd>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[aprendizaje situado]]></kwd>
<kwd lng="es"><![CDATA[motivación estudiantil]]></kwd>
<kwd lng="es"><![CDATA[COVID-19]]></kwd>
<kwd lng="es"><![CDATA[investigación en el aula]]></kwd>
<kwd lng="en"><![CDATA[educational strategies]]></kwd>
<kwd lng="en"><![CDATA[video games]]></kwd>
<kwd lng="en"><![CDATA[situated learning]]></kwd>
<kwd lng="en"><![CDATA[student motivation]]></kwd>
<kwd lng="en"><![CDATA[COVID-19]]></kwd>
<kwd lng="en"><![CDATA[classroom research]]></kwd>
<kwd lng="pt"><![CDATA[estratégias do ensino]]></kwd>
<kwd lng="pt"><![CDATA[videogames]]></kwd>
<kwd lng="pt"><![CDATA[aprendizagem situada]]></kwd>
<kwd lng="pt"><![CDATA[motivação do aluno]]></kwd>
<kwd lng="pt"><![CDATA[COVID-19]]></kwd>
<kwd lng="pt"><![CDATA[pesquisa em sala de aula]]></kwd>
</kwd-group>
</article-meta>
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