<?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>1659-4142</journal-id>
<journal-title><![CDATA[E-Ciencias de la Información]]></journal-title>
<abbrev-journal-title><![CDATA[E-Ciencias de la Información]]></abbrev-journal-title>
<issn>1659-4142</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Costa Rica, Escuela de Bibliotecología y Ciencias de la Información]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1659-41422020000200046</article-id>
<article-id pub-id-type="doi">10.15517/eci.v10i2.38946</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Desarrollo de competencias digitales en el profesorado a través de juegos serios: un estudio de caso aplicado en la Universidad de Costa Rica (UCR)]]></article-title>
<article-title xml:lang="en"><![CDATA[Development of digital competencies in teachers through serious games: a case study applied at Universidad de Costa Rica (UCR)]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Sandí Delgado]]></surname>
<given-names><![CDATA[Juan Carlos]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de Costa Rica Sede del Atlántico ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Costa Rica</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2020</year>
</pub-date>
<volume>10</volume>
<numero>2</numero>
<fpage>46</fpage>
<lpage>75</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_arttext&amp;pid=S1659-41422020000200046&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_abstract&amp;pid=S1659-41422020000200046&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_pdf&amp;pid=S1659-41422020000200046&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen El presente artículo de investigación científica reúne resultados de un estudio de caso sobre la integración de juegos serios en actividades formativas del personal docente en la adquisición de competencias digitales. Este estudio analiza el grado de aceptación por parte de docentes hacia las Tecnologías de la Información y de la Comunicación (TIC) implicadas, en particular los juegos serios, y evaluar dichas competencias; asimismo, describe la aplicación de una metodología propia utilizada para la organización de la experiencia con el personal docente de la Sede del Atlántico-Universidad de Costa Rica (UCR), trabajando con AstroCódigo (juego serio) con la intención de aproximar a cincuenta y seis docentes participantes al uso de videojuegos en procesos formativos y a la resolución de problemas de manera algorítmica; para valorar la opinión del personal docente y directivo, se utilizó la aplicación de entrevistas, observación participante, encuestas y grupos focales. Los resultados permiten percibir que el profesorado acepta los juegos serios y registra un cambio de opinión respecto a las variables que influyen para su adopción en su quehacer docente. Se concluye que la experiencia dio cuenta de la motivación y del interés de seguir participando en instancias de capacitación para fomentar la generación de competencias digitales por parte del personal académico. Se resalta la anuencia de las autoridades encargadas de la gestión universitaria en brindar apoyo a futuros proyectos y actividades vinculadas con la formación del profesorado en tecnologías digitales a través de juegos serios.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract  The following scientific investigation article gathers the results of a case study about the integration of serious games in formative activities for faculty to acquire digital competencies. The study analyzing the level of acceptance among faculty towards Information and Communication Technologies (ICT) involved, particularly serious games, and assessing the competencies: it also describes the application of a methodology used to organize the experience of the faculty of the Atlantic Branch of the University of Costa Rica (UCR), using AstroCódigo (serious game) to approach 56 participating teachers to the use of video games in formative processes and problem-solving using algorithms. Interviews, participants&#8217; observations, surveys and focus groups were used to assess the opinion of faculty and directors. Results revealed that faculty accepts serious games and registers a change of opinion regarding the variables that influence their adoption in their teaching. In conclusion, the experience revealed motivation and the interest of participating in training activities to develop digital competencies on behalf of the academic staff. It is important to highlight the willingness of the university management authorities to support future projects and activities related to faculty professional development in digital technologies through serious games.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Juegos serios]]></kwd>
<kwd lng="es"><![CDATA[Competencias digitales]]></kwd>
<kwd lng="es"><![CDATA[Profesorado]]></kwd>
<kwd lng="es"><![CDATA[Tecnologías de la Información y la Comunicación (TIC)]]></kwd>
<kwd lng="es"><![CDATA[Educación superior.]]></kwd>
<kwd lng="en"><![CDATA[Serious games]]></kwd>
<kwd lng="en"><![CDATA[Digital competencies]]></kwd>
<kwd lng="en"><![CDATA[Faculty]]></kwd>
<kwd lng="en"><![CDATA[Information and Communication Technologies (ICT)]]></kwd>
<kwd lng="en"><![CDATA[Higher education]]></kwd>
</kwd-group>
</article-meta>
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