<?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>1413-6538</journal-id>
<journal-title><![CDATA[Revista Brasileira de Educação Especial]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. bras. educ. espec.]]></abbrev-journal-title>
<issn>1413-6538</issn>
<publisher>
<publisher-name><![CDATA[Associação Brasileira de Pesquisadores em Educação Especial - ABPEE]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1413-65382023000100319</article-id>
<article-id pub-id-type="doi">10.1590/1980-54702023v29e0045</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[ESTIMULANDO LA COMPETENCIA COMUNICATIVA EN ALUMNADO CON TEA A PARTIR DE UN ENTORNO GAMIFICADO AUMENTADO1]]></article-title>
<article-title xml:lang="en"><![CDATA[STIMULATING COMMUNICATIVE COMPETENCE IN STUDENTS WITH ASD FROM AN AUGMENTED GAMIFIED ENVIRONMENT]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[LÓPEZ-BOUZAS]]></surname>
<given-names><![CDATA[Nerea]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[PÉREZ]]></surname>
<given-names><![CDATA[María Esther DEL MORAL]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[FERNÁNDEZ]]></surname>
<given-names><![CDATA[Jonathan CASTAÑEDA]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universitario en Investigación e Innovación en Educación Infantil y Primaria  ]]></institution>
<addr-line><![CDATA[Oviedo ]]></addr-line>
<country>España</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Catedrática de Universidad Facultad de Formación del Profesorado y Educación ]]></institution>
<addr-line><![CDATA[Oviedo ]]></addr-line>
<country>España</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Métodos de Investigación y Diagnóstico en Educación  ]]></institution>
<addr-line><![CDATA[Oviedo ]]></addr-line>
<country>España</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<volume>29</volume>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1413-65382023000100319&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1413-65382023000100319&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1413-65382023000100319&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN Esta investigación analiza el potencial de un Entorno Gamificado Aumentado (EGA) para estimular la Competencia Comunicativa (CC) en personas con Trastorno del Espectro Autista (TEA) de entre 3 y 17 años. La metodología es cuantitativa, empírica no experimental (N=54), de tipo descriptivo y correlacional, con carácter exploratorio y analítico. Cuyos objetivos son: 1) analizar si el EGA estimula la CC; 2) estudiar la relación entre el nivel competencial y el grado de inmersión e interacción del alumnado con la tablet; y 3) inferir la relación entre la CC y el género, edad, grado de TEA y tipo de lenguaje. Los resultados resaltan que la experiencia gamificada con realidad aumentada estimula notablemente la CC en este alumnado. Además, se constata que, a mayor inmersión en el entorno gamificado, el alumnado alcanza mayor CC, y viceversa. Se observa la polarización de los resultados según la singularidad del alumnado: cerca de la mitad demuestra tener un nivel competencial alto, y otra gran parte presenta un nivel bajo o muy bajo. Concretamente, los sujetos mayores, con grado de TEA ligero, lenguaje oral funcional y sin comorbilidad presentan un nivel competencial más alto. La interacción con recursos digitales y de realidad aumentada en un entorno gamificado se constituye en una herramienta idónea para la estimulación del alumnado con TEA.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT This research analyzes the potential of an Augmented Gamified Environment (AEG) to stimulate Communicative Competence (CC) in people with Autism Spectrum Disorder (ASD) between 3 and 17 years of age. The methodology is quantitative, empirical, non-experimental (N=54), descriptive and correlational, with an exploratory and analytical nature. The objectives were: 1) to analyze if the EGA stimulates the CC; 2) to study the relationship between the level of competence and the degree of immersion and interaction of the students with the tablet; and 3) to infer the relationship between CC and gender, age, degree of ASD and type of language. The results highlight that the gamified experience with augmented reality significantly stimulates CC in these students. In addition, it is verified that, the greater the immersion in the gamified environment, the students reach a higher CC, and vice versa. The polarization of the results is observed according to the uniqueness of the students: close to half show a high level of competence, and another large part have a low or very low level. Specifically, older subjects, with a slight degree of ASD, functional oral language and no comorbidity present a higher level of competence. Interaction with digital and augmented reality resources in a gamified environment constitutes an ideal tool for stimulating students with ASD.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Competencia comunicativa]]></kwd>
<kwd lng="es"><![CDATA[Inmersión]]></kwd>
<kwd lng="es"><![CDATA[Trastorno del Espectro Autista]]></kwd>
<kwd lng="es"><![CDATA[Gamificación]]></kwd>
<kwd lng="es"><![CDATA[Realidad aumentada]]></kwd>
<kwd lng="en"><![CDATA[Communicative competence]]></kwd>
<kwd lng="en"><![CDATA[Immersion]]></kwd>
<kwd lng="en"><![CDATA[Autism Spectrum Disorder]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Augmentative reality]]></kwd>
</kwd-group>
</article-meta>
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