%0 Journal Article %T El comercio de canicas: Herramienta de apoyo para la ense£¿anza-aprendizaje pr¨¢ctico de la programaci¨®n lineal %A P¨¦rez %A Jorge %A Jaramillo %A Patricia %A Moreno %A Luis %J Revista de la Facultad de Ingenier¨ªa Universidad Central de Venezuela %D 2010 %I Scientific Electronic Library Online %X this paper proposes a game called £¿marbles marketplace£¿, designed to complement theoretical classes of linear programming (lp) with practical elements that allow us to incorporate constructivist principles and collaborative learning based on problems on the teaching-learning process of modeling , resolution and sensitivity analysis, and in turn, to link them with topics from other courses. from the academic point of view, a gap in knowledge is filled in the specific field for which the article was developed, and besides, at a general level, there is information for faculty, students and researchers, such as: ideas for future work and methodological elements that serve as a guide to study and generate other tools to support theoretical courses. on a practical level, given its design, simplicity and accessibility of the materials needed, the game can be deployed as it is on pl courses of any educational institution. as a way of validation, the game is successfully deployed in one of the pl courses at the university of antioquia (colombia); in this article we show aspects that participants seemed to like the most, the lessons learned and opportunities for improvement %K game %K linear programming %K teaching operations research %K problem-based learning %K collaborative learning. %U http://www.scielo.org.ve/scielo.php?script=sci_abstract&pid=S0798-40652010000100005&lng=en&nrm=iso&tlng=en