<?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>2215-4132</journal-id>
<journal-title><![CDATA[Revista Innovaciones Educativas]]></journal-title>
<abbrev-journal-title><![CDATA[Innovaciones Educativas]]></abbrev-journal-title>
<issn>2215-4132</issn>
<publisher>
<publisher-name><![CDATA[Universidad Estatal a Distancia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2215-41322023000100185</article-id>
<article-id pub-id-type="doi">10.22458/ie.v25i38.4247</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Aplicación de metodología de innovación docente: Entrenamiento en técnicas de entrevista psicológica mediante un juego de escape]]></article-title>
<article-title xml:lang="en"><![CDATA[Application of teaching innovation methodology: Training in psychological interview techniques through an escape game]]></article-title>
<article-title xml:lang="pt"><![CDATA[Aplicação de metodologia de ensino inovadora: Treinamento em técnicas de entrevista psicológica através de um jogo de fuga]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[De la Barrera]]></surname>
<given-names><![CDATA[Usue]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Mónaco]]></surname>
<given-names><![CDATA[Estefanía]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Valero-Moreno]]></surname>
<given-names><![CDATA[Selene]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universitat de València  ]]></institution>
<addr-line><![CDATA[Valencia ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universitat de València  ]]></institution>
<addr-line><![CDATA[Valencia ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universitat de València  ]]></institution>
<addr-line><![CDATA[Valencia ]]></addr-line>
<country>Spain</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2023</year>
</pub-date>
<volume>25</volume>
<numero>38</numero>
<fpage>185</fpage>
<lpage>197</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_arttext&amp;pid=S2215-41322023000100185&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_abstract&amp;pid=S2215-41322023000100185&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_pdf&amp;pid=S2215-41322023000100185&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen: La entrevista psicológica constituye un recurso básico para cualquier profesional de la psicología, sea cual sea su campo de actuación; sin embargo, se dispone de pocos recursos que permitan entrenar las habilidades requeridas para su correcta aplicación en un entorno lúdico, en el que el estudiantado pueda aprender de los errores cometidos en favor del proceso de aprendizaje. El presente trabajo pretendía crear un juego de escape virtual a través de la plataforma Genially®. El hilo conductor del juego de escape consistió en pasar por una serie de pruebas relacionadas con los contenidos de la asignatura, los cuales daban acceso a una prueba final en la que el estudiantado deberá utilizar las estrategias adquiridas. Los participantes fueron un total de 150 estudiantes de 4.º curso del grado en Psicología de la Universitat de València. Con los datos obtenidos, se realiza- ron análisis descriptivos de cada una de las misiones en función de la dificultad de los contenidos, el agrado de las actividades, la utilidad para el aprendizaje, la motivación generada, el atractivo del formato y la generación de emociones agradables y desagradables. Los resultados indican que el estudiantado se encontraba satisfecho con el uso de este tipo de herramientas, le generaba emociones positivas y pensaba que mejoraba la adquisición de sus conocimientos. En conclusión, este tipo de metodología fomenta la participación del alumnado en su propio proceso de aprendizaje, creando una herramienta docente flexible que permite la adquisición de destrezas prácticas útiles para su futuro profesional.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract: The psychological interview is an essential resource for any professional in psychology, whatever their field of action. However, a few available resources allow training the skills required for its correct application in a playful environment, where the students can learn from their mistakes to favor the learning process. The present work intended to create a virtual escape game through the Genially® platform. An overarching element of the escape game consisted of going through a series of tests related to the subject contents, which finally gave access to a final test in which the students must use the acquired strategies. The participants were 150 students in the 4th year of the Psychology Graduate Program at the University of Valencia. With the data obtained, descriptive analyzes of each of the missions were carried out considering content difficulty, the liking of the activities, the usefulness for learning, the motivation generated, the attractiveness of the format, and the generation of both pleasant and nasty emotions. The results indicate that the students were satisfied with this tool; it generated positive emotions, and they thought it improved their knowledge acquisition. In conclusion, this methodology encourages student participation in their own learning process, creating a flexible teaching tool that allows the acquisition of useful practical skills for their professional future.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo: A entrevista psicológica é um recurso básico para qualquer profissional de psicologia, qualquer que seja sua área; entretanto, poucos recursos estão disponíveis para treinar as habilidades necessárias para sua correta aplicação em um ambiente lúdico, no qual os estudantes podem aprender com os erros cometidos em favor do processo de aprendizagem. O presente trabalho visava criar um jogo de fuga virtual através da plataforma Genially®. O fio condutor do jogo de fuga consistia em passar por uma série de testes relacionados ao conteúdo do assunto, que finalmente davam acesso a um teste final no qual os estudantes tinham que utilizar as estratégias adquiridas. Os participantes eram um total de 150 alunos do 4º ano do curso de Psicologia da Universitat de València. Com os dados obtidos, foram realizadas análises descritivas para cada uma das tarefas de acordo com a dificuldade do conteúdo, o prazer das atividades, a utilidade para a aprendizagem, a motivação gerada, a atratividade do formato e a geração de emoções agradáveis e desagradáveis. Os resultados indicam que os estudantes ficaram satisfeitos com o uso deste tipo de ferramenta, que ela gerou emoções positivas e que eles acharam que ela melhorou a aquisição de seus conhecimentos. Em conclusão, este tipo de metodologia incentiva a participação dos estudantes em seu próprio processo de aprendizagem, criando uma ferramenta de ensino flexível que permite a aquisição de habilidades práticas úteis para seu futuro profissional.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[innovación educativa]]></kwd>
<kwd lng="es"><![CDATA[aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[motivación]]></kwd>
<kwd lng="es"><![CDATA[entrevista]]></kwd>
<kwd lng="es"><![CDATA[juego educativo]]></kwd>
<kwd lng="es"><![CDATA[estudiante universitario]]></kwd>
<kwd lng="es"><![CDATA[psicología]]></kwd>
<kwd lng="en"><![CDATA[educational innovation]]></kwd>
<kwd lng="en"><![CDATA[learning]]></kwd>
<kwd lng="en"><![CDATA[motivation]]></kwd>
<kwd lng="en"><![CDATA[interview]]></kwd>
<kwd lng="en"><![CDATA[educational game]]></kwd>
<kwd lng="en"><![CDATA[university student]]></kwd>
<kwd lng="en"><![CDATA[psychology]]></kwd>
<kwd lng="pt"><![CDATA[inovação educacional]]></kwd>
<kwd lng="pt"><![CDATA[aprendizagem]]></kwd>
<kwd lng="pt"><![CDATA[motivação]]></kwd>
<kwd lng="pt"><![CDATA[entrevista]]></kwd>
<kwd lng="pt"><![CDATA[jogo educacional]]></kwd>
<kwd lng="pt"><![CDATA[estudante universitário]]></kwd>
<kwd lng="pt"><![CDATA[psicologia]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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