Pensamiento Computacional y Mecánicas de Juegos Serios: Un Estudio de Caso sobre la Línea de Descomposición

Authors

DOI:

https://doi.org/10.5753/rbie.2025.4877

Keywords:

Pensamiento Computacional, Mecánicas de Juegos, Juegos Serios

Abstract

Las primeras décadas del siglo XXI han evidenciado la creciente dependencia de la sociedad respecto a la tecnología, intensificada por la Inteligencia Artificial y la pandemia de COVID-19, que trasladó muchas actividades al entorno remoto. En este contexto, la educación debe incluir el desarrollo del Pensamiento Computacional (PC) para formar ciudadanos capaces de resolver problemas que puedan ser procesados por computadoras. La promoción del PC, que ya forma parte de la Base Nacional Común Curricular, es fundamental para preparar a los estudiantes tanto para el mercado laboral como para vivir en una sociedad digital. Este escenario impone a la educación tradicional la necesidad de adaptarse a las exigencias de los Nativos Digitales (ND), que no siempre responden de manera eficaz a las prácticas de enseñanza convencionales. Con frecuencia, existe un conflicto entre los métodos de enseñanza adoptados por los instructores, generalmente Inmigrantes Digitales, y las expectativas de los ND, quienes están acostumbrados a una vida constantemente conectada. En este panorama, los Juegos Serios emergen como un enfoque prometedor para desarrollar el PC, promover las habilidades del siglo XXI y atraer a los ND. Sin embargo, aún no existe una relación conceptual bien establecida entre estas áreas. Este trabajo avanza en la investigación de una relación semántica entre las mecánicas de juegos serios y las líneas del PC. Se lleva a cabo un estudio de caso para la línea de Descomposición (DEC), demostrando que los diseñadores y jugadores identifican la posibilidad de componer, descomponer, interrelacionar y reutilizar (acciones relacionadas con DEC) al manipular las mecánicas de Behavioural Momentum, Tile-Based Movement y Role-Playing. Estas relaciones, identificadas en un mapeo semántico, fueron previamente corroboradas por un panel de expertos.

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Published

2025-07-09

Cómo citar

CARUSO, A. L. M.; CAVALHEIRO, S. A. da C.; AGUIAR, M. S. de. Pensamiento Computacional y Mecánicas de Juegos Serios: Un Estudio de Caso sobre la Línea de Descomposición. Revista Brasileña de Informática en la Educación, [S. l.], v. 33, p. 692–721, 2025. DOI: 10.5753/rbie.2025.4877. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/4877. Acesso em: 30 ene. 2026.

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