<?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>2665-0169</journal-id>
<journal-title><![CDATA[Prohominum. Revista de Ciencias Sociales y Humanas]]></journal-title>
<abbrev-journal-title><![CDATA[Prohominum]]></abbrev-journal-title>
<issn>2665-0169</issn>
<publisher>
<publisher-name><![CDATA[A.C. Venezolana de Investigación Social en Pro de la Humanidad ACVENISPROH]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2665-01692024000400110</article-id>
<article-id pub-id-type="doi">10.47606/acven/ph0289</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[Effects of gamification on critical thinking in elementary school students]]></article-title>
<article-title xml:lang="es"><![CDATA[Efectos de la gamificación en el pensamiento crítico de estudiantes de Educación General Básica]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Chávez Suárez]]></surname>
<given-names><![CDATA[Jacqueline Marlene]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Reyes]]></surname>
<given-names><![CDATA[Víctor Manuel]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Sequera Morales]]></surname>
<given-names><![CDATA[Adriana Gabriela]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Davelouis Casana]]></surname>
<given-names><![CDATA[Paula Francisca]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ríos Ramón]]></surname>
<given-names><![CDATA[Washington Oswaldo]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Iberoamericana del Ecuador  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Iberoamericana del Ecuador  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Nacional Mayor de San Marcos  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Peru</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad Privada Antenor Orrego  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Peru</country>
</aff>
<aff id="Af5">
<institution><![CDATA[,Universidad Iberoamericana del Ecuador  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<volume>6</volume>
<numero>4</numero>
<fpage>110</fpage>
<lpage>120</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://ve.scielo.org/scielo.php?script=sci_arttext&amp;pid=S2665-01692024000400110&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://ve.scielo.org/scielo.php?script=sci_abstract&amp;pid=S2665-01692024000400110&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://ve.scielo.org/scielo.php?script=sci_pdf&amp;pid=S2665-01692024000400110&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract The objective was to analyze the effectiveness of gamification in the development of critical thinking in students of Basic General Education in the subject of mathematics. A quantitative, descriptive and comparative approach was used, based on a pre-experimental design (pre-test/post-test). The population included 74 students from the Abdón Calderón Educational Unit. A Critical Thinking Assessment questionnaire (23 items; &#945;: 0.81) was applied. It contemplated the dimensions of interpretation, analysis, evaluation, inference, explanatory capacity and self-regulation. The gamification strategy had a playful and collaborative approach and included 10 face-to-face sessions, with durations ranging from 2 to 3 academic hours. The descriptive analysis included measures of frequencies and percentages by levels. For comparison, the non-parametric Wilcoxon Test (Wilcoxon-T) comparison test was used (H1: pretest &lt; posttest; e.g. value &lt; 0.05). Gamification had a significant impact on strengthening critical thinking. The findings demonstrate a considerable increase in skills at the level of dimensions and variable. The high skill levels of this type of thinking were significantly increased (Posttest &gt; Pretest; e.g. value &lt; 0.05). Evidence suggests that gamification, when carefully designed and implemented, has the potential to have a positive impact on the development of critical thinking skills. Comparisons between the pre-test and the post-test have shown significant improvements. The field of study also faces several challenges, including context dependence, measurement problems, and the need for careful design to avoid potential factors such as distraction or overemphasis on extrinsic motivation. There is also a need for longitudinal studies and to specify the ethical implications.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen El objetivo fue analizar la efectividad de la gamificación en el desarrollo del pensamiento crítico en estudiantes de Educación General Básica en la asignatura de matemáticas. Se partió de un enfoque cuantitativo, descriptivo y comparativo, basado en un diseño preexperimental (pretest/posttest). La población incluyó 74 estudiantes de la Unidad Educativa Abdón Calderón. Se aplicó un cuestionario de Evaluación de Pensamiento Crítico (23 ítems; &#945;: 0.81), Contempló las dimensiones de interpretación, el análisis, la evaluación, la inferencia, la capacidad de explicación y la autorregulación. La estrategia de gamificación tuvo un enfoque lúdico y colaborativo y contempló 10 sesiones presenciales, con duraciones que oscilaron entre 2 y 3 horas académicas. El análisis descriptivo contempló medidas de frecuencias y porcentajes por niveles. Para la comparación se utilizó la prueba no paramétrica de comparación Test de Wilcoxon (Wilcoxon-T) (H1: pretest &lt; postest; p.valor &lt; 0.05). La gamificación tuvo un impacto significativo en el fortalecimiento del pensamiento crítico. Los hallazgos demuestran un aumento considerable en las habilidades a nivel de las dimensiones y la variable. Los niveles altos de habilidades de este tipo de pensamiento se incrementaron significativamente (Postest &gt; Pretest; p.valor &lt; 0.05). La evidencia sugiere que la gamificación, cuando se diseña e implementa cuidadosamente, tiene el potencial de tener un impacto positivo en el desarrollo de habilidades de pensamiento crítico. Las comparaciones entre el pretest y el postest han demostrado mejoras significativas. El campo de estudio también enfrenta varios desafíos, incluidos la dependencia del contexto, los problemas de medición, y la necesidad de un diseño cuidadoso para evitar posibles factores como la distracción o el énfasis excesivo en la motivación extrínseca. También existe necesidad de estudios longitudinales y precisar las implicaciones éticas.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Pre-experimental designs in education]]></kwd>
<kwd lng="en"><![CDATA[Mathematics education]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Critical thinking]]></kwd>
<kwd lng="es"><![CDATA[Diseños preexperimentales en educación]]></kwd>
<kwd lng="es"><![CDATA[Educación matemática]]></kwd>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[Pensamiento crítico]]></kwd>
</kwd-group>
</article-meta>
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