Mostrar el registro sencillo del ítem

dc.contributor.advisorMartínez Cifuentes, Dianaspa
dc.contributor.authorRiaño Dueñas, Wilmer Sneyderspa
dc.date.accessioned2020-12-18T03:35:58Z
dc.date.available2020-12-18T03:35:58Z
dc.date.issued2020
dc.identifier.urihttp://hdl.handle.net/20.500.12209/12678
dc.formatPDFspa
dc.format.mimetypeapplication/pdfspa
dc.language.isoeng
dc.publisherUniversidad Pedagógica Nacionalspa
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.sourcereponame:Repositorio Institucional de la Universidad Pedagógica Nacionalspa
dc.sourceinstname:Universidad Pedagógica Nacionalspa
dc.subjectCompañerismospa
dc.subjectGamificaciónspa
dc.subjectHabilidades del siglo XXIspa
dc.subjectHabilidades blandasspa
dc.subjectAprendizaje basado en tareasspa
dc.titleTreating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.spa
dc.typeinfo:eu-repo/semantics/bachelorThesis
dc.publisher.programLicenciatura en Español y Lenguas Extranjerasspa
dc.subject.keywordsFellowshipeng
dc.subject.keywordsGamificationeng
dc.subject.keywords21st century skillseng
dc.subject.keywordsSoft skillseng
dc.subject.keywordsTask - Based learningeng
dc.rights.accessAcceso abiertospa
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.relation.referencesAbardía, Rocio. B. (2020). Qué es el compañerismo y cómo fomentarlo: 10 claves. Lugar de publicación: Lider.com. Recuperdado de https://www.lifeder.com/companerismo/
dc.relation.referencesAlcadía Mayor de Bogotá, 2018. Monografias, Suba. Bogotá, pp.19, 28, 37, 44, 149.Veraniego, P., 2020. Estructura Del PEI. Bogotá.
dc.relation.referencesArdila-Muñoz, J. (2019). Supuestos teóricos para la gamificación de la educación superior. Magis, Revista Internacional De Investigación En Educación, 12(24), 71-84. https://doi.org/10.11144/Javeriana.m12-24.stge
dc.relation.referencesBarriel, A. and Beckles, N., 2001. The Ethical-Moral Values InThe Practical Classes Of The English Language. Cuba: Instituto Superior de Ciencias Médicas.
dc.relation.referencesBirminghan University, 2009. Research And Commercial Services. [online] Birmingham.ac.uk. Available at: <https://www.birmingham.ac.uk/Documents/college-mds/percat/GrantsandFellowships/fellowship-fact-sheet.pdf> [Accessed 15 March 2020].
dc.relation.referencesBurns, A., 2017. Action Research. [ebook] Available at: <https://www.researchgate.net/publication/282199978_Action_research> [Accessed 9 March 2020].
dc.relation.referencesChou, Y., 2016. Actionable Gamification. 1st ed.
dc.relation.referencesCimatti, B., 2016. DEFINITION, DEVELOPMENT, ASSESSMENT OF SOFT SKILLS AND THEIR ROLE FOR THE QUALITY OF ORGANIZATIONS AND ENTERPRISES. International Journal for Quality Research, (10(1), pp.97–130.
dc.relation.referencesConcepto y utilidad de las buenas prácticas en la enseñanza. (2015, 1 agosto). universidadviu. https://www.universidadviu.es/concepto-y-utilidad-de-las-buenas-practicas-en-la-ensenanza/
dc.relation.referencesCropley, A. J. (2019, 2nd updated, revised, and enlarged edition). Qualitative research methods: A practice-oriented introduction for students of psychology and education. Riga, Latvia: Zinātne. (open access – doi: 10.13140/RG.2.1.3095.6888).
dc.relation.referencesDagar, Vishal & Yadav, Aarti. (2016). Constructivism: A Paradigm for Teaching and Learning. Arts and Social Sciences Journal. 7. 10.4172/2151-6200.1000200.
dc.relation.referencesDeterding, S., Khaled, R. and Nacke, L., 2011. Gamification: Toward A Definition. Vancouver, BC, Canada.
dc.relation.referencesEaswaramoorthy, M. and Zarinpoush, F., n.d. INTERVIEWING FOR RESEARCH. Toronto: Imagine Canada.
dc.relation.referencesEsquivel Gómez, L., 2019. GAMIFICATION: A MISSION TO FOSTER STUDENTS’ ENGAGEMENT AND INTERACTION IN THE EFL CLASSROOM. Education Major. Universidad Pedagógica Nacional.
dc.relation.referencesFandiño Parra, Y., 2013. 21st Century Skills and the English Foreign Language Classroom: A Call for More Awareness in Colombia. Gist Education and Learning Research Journal., (7), pp.190-208.
dc.relation.referencesFigueroa Flores, J., 2015. Using Gamification to Enhance Second Language Learning. Digital Education Review, (27), pp.32-54.
dc.relation.referencesGail Jones, M., & Brader-Araje, L. (2002). The Impact of Constructivism on Education: Language, Discourse, and Meaning (N.o 5). Spring.
dc.relation.referencesGende, I., 2019. ¿Gamificas O Juegas? Diferencias Entre ABJ Y Gamificación | UNIR. [online] Unir.net. Available at: <https://www.unir.net/educacion/revista/noticias/gamificas-o-juegas-diferencias-entre-abj-y-gamificacion/549203710886/> [Accessed 7 March 2020].
dc.relation.referencesGhamrawi, N., Ghamrawi, N. and Shal, T., 2017. Lebanese Public Schools: 20th or 21st Century Schools? An Investigation into Teachers’ Instructional Practices. Open Journal of Leadership, 06(01), pp.1-20.
dc.relation.referencesJackson, R., Drummond, D. and Camara, S., 2007. What Is Qualitative Research?. Qualitative Research Reports in Communication, [online] (Vol. 8, No. 1), pp.21-28. Available at: <http://dx.doi.org/10.1080/17459430701617879> [Accessed 16 March 2020].
dc.relation.referencesJohns, B., Crowley, E. and Guetzloe, E., 2005. The Central Role of Teaching Social Skills. Focused on exceptional children, (37).
dc.relation.referencesKiryakova, G., Angelova, N. and Yordanova, L., n.d. GAMIFICATION IN EDUCATION.
dc.relation.referencesKovacs, Helena. (2017). Learning and Teaching in Innovation: why it is important for education in 21st century. Neveléstudomány. 5. 45-60. 10.21549/NTNY.18.2017.2.4.
dc.relation.referencesMcNeill Jane, J., 2019. Skills Vs. Competencies – What’S The Difference, And Why Should You Care?. [online] Viewpoint - careers advice blog. Available at: <https://social.hays.com/2019/10/04/skills-competencies-whats-the-difference/> [Accessed 15 March 2020].
dc.relation.referencesMinisterio de Educación Nacional, 2011. Programa De Competencias Ciudadanas-PCC. Bogotá: Amado Impresores S.A.S.
dc.relation.referencesMinisterio de Educación Nacional, 2016. SUGGESTED CURRICULUM STRUCTURE GRADES 6Th To 11Th ENGLISH FOR DIVERSITY AND EQUITY. Bogotá.
dc.relation.referencesMejía Custodio, Amalia, & Ávila Meléndez, Luis Arturo. (2009). Relaciones sociales e interacción en el aula en secundaria. Revista mexicana de investigación educativa, 14(41), 485-513. Recuperado en 10 de noviembre de 2020, de http://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S1405-66662009000200007&lng=es&tlng=es.
dc.relation.referencesMorillo Moreno, Marysela Coromoto (2011). Turismo y producto turístico. Evolución, conceptos, componentes y clasificación. Visión Gerencial, (1),135-158.[fecha de Consulta 15 de Marzo de 2020]. ISSN: 1317-8822. Disponible en: https://www.redalyc.org/articulo.oa?id=4655/465545890011
dc.relation.referencesMorrow, S., 2005. Quality and Trustworthiness in Qualitative Research in Counseling Psychology. Journal of Counseling Psychology, [online] (Vol. 52, No. 2), pp.250–260. Available at: https://www.researchgate.net/publication/232446190
dc.relation.referencesOcampo, A. and Citlali, R., 2013. La Educación En Valores Y Los Jovenes. Licenciatura. Universidad Pedagogica Nacional.
dc.relation.referencesPantoja, C., Troncoso, C. and Placencia, A., 2017. Interview: a practical guide for qualitative data collection in health research. ARTÍCULO DE REFLEXIÓN, (Vol. 65 No. 2), pp.329-332.
dc.relation.referencesPardo, F., 2018. Los Videojuegos Como Herramienta Pedagógica Para Contribuir En El FortalecimientoDe La Competencia Resolución De Problemas. Maestría en Educación. Pontificia Universidad Javeriana.
dc.relation.referencesPartnership, G., 2016. 21St Century Skills Definition. [online] The Glossary of Education Reform. Available at: <https://www.edglossary.org/21st-century-skills/> [Accessed 15 March 2020].
dc.relation.referencesPointagram, 2020. What Is Gamification?. [online] Pointagram.com. Available at: <https://www.pointagram.com/gamification/> [Accessed 8 March 2020].
dc.relation.referencesRaventós, C., 2016. El videojuego como herramienta educativa. Posibilidades y problemáticas acerca de los serious games. Apertura, Revista de Innovación Educativa, (Vol. 8, Núm. 1), pp.1-15.
dc.relation.referencesRobbins, S., 2011. "This Game Sucks": How to Improve the Gamification of Education. EDUCASEreview, [online] Available at: <https://er.educause.edu/articles/2011/2/this-game-sucks-how-to-improve-the-gamification-of-education> [Accessed 8 March 2020].
dc.relation.referencesRobles, M., 2012. Executive Perceptions Of The Top 10 Soft Skills Needed In Today’S Workplace. Business Communication Quarterly 75(4). USA: Eastern Kentucky University, pp.453-465.
dc.relation.referencesScienceDirect, Celika, O., & Yavuza, F. (2005, febrero). The relationship between speaking grades and listening grades of university level preparatory students (N.o 197). Procedia - Social and Behavioral Sciences.
dc.relation.referencesSomekh, B., 2006. Action Research. Maidenhead, England: Open University Press.
dc.relation.referencesTessier, S., 2012. From Field Notes, to Transcripts, to Tape Recordings: Evolution or Combination?. International Journal of Qualitative Research., (11(4), pp.446-460.
dc.relation.referencesTorroella González Mora, Gustavo Educación para la vida:el gran reto. Revista Latinoamericana de Psicología [en linea]. 2001, 33(1), 73-84[fecha de Consulta 10 de Noviembre de 2020]. ISSN: 0120-0534. Disponible en: https://www.redalyc.org/articulo.oa?id=80533108
dc.relation.referencesVijayalakshmi, 2016. Soft Skills-The Need of the Hour for Professional Competence: A Review on Interpersonal Skills and Intrapersonal Skills Theories. International Journal of Applied Engineering Research, (Volume 11, Number 4), pp.2859-2864.
dc.publisher.facultyFacultad de Humanidadesspa
dc.type.localTesis/Trabajo de grado - Monografía – Pregradospa
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1feng
dc.description.degreenameLicenciado en Español y Lenguas Extranjerasspa
dc.description.degreelevelTesis de pregradospa
dc.type.driverinfo:eu-repo/semantics/bachelorThesiseng
dc.identifier.instnameinstname:Universidad Pedagógica Nacionalspa
dc.identifier.instnameinstname:Universidad Pedagógica Nacionalspa
dc.identifier.reponamereponame: Repositorio Institucional UPNspa
dc.identifier.repourlrepourl: http://repositorio.pedagogica.edu.co/
dc.description.abstractenglishThe present project displays a pedagogical proposal to boost fellowship in an EFL environment by means of gamification principles implementation. This project began at Prado Veraniego School with 9th graders as a research project. Nevertheless, changes had to be made due to unexpected situations (Covid -19) that led to turning the project into a pedagogical proposal for innovation. Inasmuch as this situation the proposal designer targets to lay some foundations which ought to be assumed as a reference when trying to strengthen fellowship within 9th grades in public schools, without leaving aside students' development on listening and speaking skills.eng
dc.type.versioninfo:eu-repo/semantics/acceptedVersion
dc.type.versionhttp://purl.org/coar/version/c_ab4af688f83e57aa
dc.rights.creativecommonsAttribution-NonCommercial-NoDerivatives 4.0 International


Ficheros en el ítem

Thumbnail

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem

https://creativecommons.org/licenses/by-nc-nd/4.0/
Excepto si se señala otra cosa, la licencia del ítem se describe como https://creativecommons.org/licenses/by-nc-nd/4.0/