Show simple item record

dc.contributor.advisorMontaño Moreno, Johannaspa
dc.contributor.authorPulgarin Alfonso, Francy Vivianaspa
dc.date.accessioned2022-06-15T19:39:09Z
dc.date.available2022-06-15T19:39:09Z
dc.date.issued2022
dc.identifier.urihttp://hdl.handle.net/20.500.12209/17411
dc.description.abstractFostering spoken communication in a foreign language classroom is not an easy task since meaningful oral exchanges require a real reason that justifies interaction. By means of document analysis, the problem was identified, which is a lack of oral interaction in many EFL Colombian classrooms. Thus, this document presents a Pedagogical and Didactic Innovation Proposal for eleventh graders that belong to the public educational system to promote oral interaction in EFL settings through game-based learning and collaborative learning. To this effect, a tabletop role-playing campaign was designed, which aims to encourage students to communicate orally to progress in the game and achieve their common goals. This proposal is divided into nine lesson plans that start with introductory activities, continue with the game sessions, and finish with feedback about the students’ oral performance.spa
dc.format.mimetypeapplication/pdfspa
dc.language.isoeng
dc.publisherUniversidad Pedagógica Nacionalspa
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectAprendizaje basado en juegosspa
dc.subjectAprendizaje colaborativospa
dc.subjectInglés como lengua extranjeraspa
dc.subjectInnovaciónspa
dc.subjectInteracción oralspa
dc.subjectJuego de rol de mesaspa
dc.titlePromoting oral interaction through tabletop role playing games.spa
dc.publisher.programLicenciatura en Español y Lenguas Extranjerasspa
dc.subject.keywordsCollaborative learningeng
dc.subject.keywordsEnglish as a foreign languageeng
dc.subject.keywordsGame-based learningeng
dc.subject.keywordsInnovationeng
dc.subject.keywordsOral interactioneng
dc.subject.keywordsTabletop role-playing gameeng
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersion
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.accessrightshttp://purl.org/coar/access_right/c_abf2
dc.relation.referencesBarranza, A. (2013). ¿Cómo elaborar proyectos de innovación educativa? Durango, México: Universidad Pedagógica de Durango.
dc.relation.referencesBeresaluce, R., Peiró, S., Ramos, C (2014). El profesor como guía-orientador. Un modelo docente. Retrieved in 2021, from: http://hdl.handle.net/10045/41885
dc.relation.referencesBorawski, M. (2016). Games Using Virtual Reality as a Tool in Economics Experiments. In K. Nermband & M. Łatuszyńska (Eds.), Selected Issues in Experimental Resources: Proceedings of the 2015 Computational Methods in Experimental Economics (CMEE) Conference (pp. 171-180). http://dx.doi.org/10.1007/978-3-319-28419-4_12
dc.relation.referencesBritish Council (2015). English in Colombia: An examination of policy, perceptions and influencing factors. Education Intelligence.
dc.relation.referencesBurgos, D., Nimwegen, C., Oostendorp, H., Koper, R. (2007). Game-based Learning and the Role of Feedback: A Case Study. Advanced Technology for Learning, 4(4). https://doi.org/10.2316/JOURNAL.208.2007.4.208-0918.
dc.relation.referencesCastro, K., Fajardo, K., and Pérez, J. (2017). Grado de ansiedad en estudiantes de Undécimo grado de la Institución Educativa Camilo Torres Restrepo del Municipio de Barrancabermeja. [Undergraduate thesis, Universidad Cooperativa de Colombia]. Repositorio Institucional. http://hdl.handle.net/20.500.12494/10658
dc.relation.referencesChandra, R. (2015). Collaborative learning for educational achievement. IOSR Journal of Research & Method in Education (IOSR-JRME), 5(3), 4–7. https://doi.org/10.9790/7388- 05310407.
dc.relation.referencesChávez, Z., Mirian, X., Saltos, V., María, A., Saltos, D., Celia, M. (2017). La importancia del aprendizaje y conocimiento del idioma inglés en la enseñanza superior. Dominio de las Ciencias, [S.l.], 3(3), 759-771. http://dx.doi.org/10.23857/dc.v3i3 mon.707.
dc.relation.referencesCongreso de la República de Colombia. (2013). Ley 1651 de julio 12 de 2013. Retrieved 2021, from: http://www.suin-juriscol.gov.co/viewDocument.asp?ruta=Leyes/1685875
dc.relation.referencesContreras León, J. J., & Chapetón Castro, C. M. (2016). Cooperative learning with a focus on the social: A pedagogical proposal for the EFL classroom. HOW, 23(2), 125-147. http://dx.doi.org/10.19183/how.23.2.321.
dc.relation.referencesCouncil of Europe. (2001). Common European framework of reference for languages: Learning, teaching, assessment. Press Syndicate of the University of Cambridge.
dc.relation.referencesDichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0042-5
dc.relation.referencesDillenbourg, P. (1999). What do you mean by collaborative learning? P. Dillenbourg (Ed.), Collaborative-learning: Cognitive and Computational Approaches (pp.1-19). Elsevier.
dc.relation.referencesEcheverri, M., & Vargas, C. (2019). El papel del dominio del inglés como segunda lengua en la competitividad de los países. http://hdl.handle.net/10784/15339
dc.relation.referencesEF English Proficiency Index. (2021). EPI Índice del Dominio del Inglés de EF: Una clasificación de 100 países y regiones por sus habilidades de inglés. Retrieved in 2022, from https://www.ef.com.co/assetscdn/WIBIwq6RdJvcD9bc8RMd/legacy/__/~/media/centralefc om/epi/downloads/full-reports/v10/ef-epi-2020-spanish-latam.pdf
dc.relation.referencesEl Empleo.com. (2020). Las 5 ventajas de saber inglés para conseguir un trabajo. El Empleo. Retrieved in 2021, from: https://www.elempleo.com/co/noticias/consejos-profesionales/las 5-ventajas-de-saber-ingles-para-conseguir-un-trabajo-6488
dc.relation.referencesEl Tiempo. (2019). Colombia, entre los países que se rajan en el dominio del inglés. Retrieved on 19 de enero de 2021, from https://www.eltiempo.com/vida/educacion/colombia-se-raja-en nivelde-ingles-segun-estudio-de-ef-education-first-433880
dc.relation.referencesFarkaš, J. (2018). Teaching English Using Table-top Role-playing Games. [Master thesis, J.J. Strossmayer University of Osijek] Institutional Repository. https://urn.nsk.hr/urn:nbn:hr:142:291334
dc.relation.referencesFirth, A. & Wagner, J. (1996). On discourse, communication, and (some) fundamental concepts in SLA. Paper presented at the AILA conference (Scientific Commission on Discourse Analysis), Finland.
dc.relation.referencesFlournoy, B. L. (2018). Tabletop Role-Playing Games, Narrative, and Individual Development [Undergraduate thesis, Gardner-Webb University]. Digital Commons @Gardner Webb University. https://digitalcommons.gardner-webb.edu/undergrad-honors/26
dc.relation.referencesFine, G. (1983). Shared Fantasy: Role-Playing Games as Social Worlds. University of Chicago Press
dc.relation.referencesGajewska, K. (2020). Polish intermediate students’ reception of storytelling-based games in EFL secondary school instructed speaking practice: An action research study. Konińskie Studia Językowe, 8(1), 85-109. http://www.ksj.pwsz.konin.edu.pl/wpcontent/uploads/2021/01/KSJ-81-85-109-Gajewska.pdf
dc.relation.referencesGalvis, M. C. (2017). Enhancing vocabulary acquisition and oral production through the use of songs and games [Undergraduate thesis, Universidad Pedagógica Nacional]. Repositorio Institucional UPN. http://hdl.handle.net/20.500.12209/10011.
dc.relation.referencesGómez, V. (2021). Situated projects in an EFL classroom: maximizing oral practices through ICTS. http://hdl.handle.net/20.500.12209/13395.
dc.relation.referencesHalliday, M. (1979). El lenguaje como semiótica social: la interpretación social del lenguaje y del significado. Fondo de Cultura Económica.
dc.relation.referencesHernández, A. (2018). Programa de orientación vocacional para estudiantes de grado Once de la institución educativa departamental Francisco Julian Olaya. [Undergraduate thesis, Universidad de Cundinamarca]. Repositorio Universidad de Cundinamarca. http://hdl.handle.net/20.500.12558/1607
dc.relation.referencesHernández, J., & Arturo, V. (2019). Strengthening Oral Production in English of Students with Basic Level by means of Project-Based Learning. [Undergraduate thesis, Universidad Libre]. Repositorio Universidad Libre. https://hdl.handle.net/10901/17715.
dc.relation.referencesHernández, R., Fernández, C., & Baptista, P. (2014). Metodología de la investigación (6th ed.). Mc Graw Hill Educación. https://www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c 6578-b2f8-ff0000a7ddb6
dc.relation.referencesHuitt, W., & Hummel, J. (2003). Piaget's theory of cognitive development. Piaget's theory of cognitive development, Educ. Psychol. Interact., 3, 1–5. http://www.edpsycinteractive.org/topics/cognition/piaget.html
dc.relation.referencesJacobs, G. M., & Ward, C. S. (2000). Analyzing student-student interaction from cooperative learning and systemic functional perspectives. Electronic Journal of Science Education, 4(4), http://unr.edu/homepage/crowther/ejse/jacobsetal.html.
dc.relation.referencesKapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. John Wiley & Sons.
dc.relation.referencesKolb, A., Kolb, D. (2012). Experiential Learning Theory. Academy of Management Learning & Education. 4(2), 193–212.
dc.relation.referencesKrashen, S. (1982). Principles and practice in second language acquisition. Oxford, England: Pergamon Press
dc.relation.referencesKrauskopof, D. (1999). El desarrollo psicológico en la adolescencia: las transformaciones en una época de cambios. Adolescencia y Salud, 1(2), 23-31.
dc.relation.referencesLaal, M., Laal, M., (2012). Collaborative learning: What is it? Procedia - Social and Behavioral Sciences, 31, 491-495. https://doi.org/10.1016/j.sbspro.2011.12.092
dc.relation.referencesLankoski, P. (2002). Character Design Fundamentals for Role-Playing Games. In M. Montola & J. Stenros (Eds.), Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination (pp.139-148). Ropecon RY
dc.relation.referencesLinares, E. (2018). Board and Table Games: a fun way to learn English: Enhancing Speaking through Board and Table Games in an EFL Classroom. [Master 's thesis, Universidad el Externado]. Biblioteca Digital. https://bdigital.uexternado.edu.co/handle/001/855
dc.relation.referencesLong, M. (1996). The role of the linguistic environment in second language acquisition. In W. Ritchie & T. Bhatia (Eds.), Handbook of language acquisition (Vol. 11): Second language acquisition (pp. 413-68). New York: Academic Press.
dc.relation.referencesLongstreet, W. S., and Shane, H. G. (1993). Curriculum for new millennium. Boston: Allyn and Bacon
dc.relation.referencesMarzooghi, R. (2016). Curriculum Typology. International Journal of English Linguistics. 6(7). 166-170. https://doi.org/10.5539/ijel.v6n7p166
dc.relation.referencesMaulana, R. A. (2019). The Use of Board Games for Improving Students’ English Speaking Ability. [Undergraduate thesis, Institute for Islamic Studies of Bengkulu]. Repository Perpustakaan. http://repository.iainbengkulu.ac.id/id/eprint/2699
dc.relation.referencesMinisterio de Educación Nacional, MinEducación (2018). Contexto Colombiano en el Dominio del Inglés. Retrieved in 2021, from http://aprende.colombiaaprende.edu.co/es/colombiabilingue/86717
dc.relation.referencesMinisterio de Educación Nacional, MinEducación. (2005). Bases para una nación bilingüe y competitiva. Revista Altablero (37). https://www.mineducacion.gov.co/1621/article 97498.htm
dc.relation.referencesMinisterio de Educación Nacional, MinEducación. (2005). Para vivir en un mundo global. Revista Altablero, 37(1).
dc.relation.referencesMinisterio de Educación Nacional, MinEducación. (2006). Estándares Básicos de Competencias en Lenguas Extranjeras: Inglés. Formar en lenguas extranjeras: Inglés !el reto! Lo que necesitamos saber y saber hacer. Imprenta Nacional.
dc.relation.referencesMinisterio de Educación Nacional, Mineducación. (2008). Plan Sectorial Revolución Educativa. 2006-2010. Revolución Educativa Colombia Aprende. Documento N° 8. Bogotá.
dc.relation.referencesMinisterio de Educación Nacional, MinEducación. (2011). Programa Nacional de Bilingüismo: Fortalecimiento de Competencias en Lengua Extranjera. Retrieved in 2021, from http://186.113.12.182/catalogo/dlfile.php?id=30663
dc.relation.referencesMinisterio de Educación Nacional, MinEducación. (2014). Documentación de examen Saber Pro. Retrieved in 2021, from https://www.icfes.gov.co/documents/20143/518352/Documentacion%20saber%20pro.pdf
dc.relation.referencesMinisterio de Educación Nacional, MinEducación. (2014). Programa Nacional de Inglés, Colombia Very Well. Retrieved in 2021, from https://www.mineducacion.gov.co/1759/articles343837_Programa_Nacional_Ingles.pdf
dc.relation.referencesMinisterio de Educación Nacional, MinEducación. (2016). Pedagogical Principles and Guidelines: suggested English curriculum. 6th to 11th grades. Imprenta Nacional
dc.relation.referencesNakasone, T. (2020, April 16). Dungeons and Dragons: A Usability Study. 21st Annual Technology, Colleges, and Community Worldwide Online Conference [Paper presentation]. http://hdl.handle.net/10125/67814
dc.relation.referencesNóbrega, D.G. (2008). Oral Interaction and its implication in the learning and teaching process in EFL. Revista Eletrônica de Divulgação Científica em Língua Portuguesa, Lingüística e Literatura, 4(8), pp.1-7.
dc.relation.referencesOxford Analytica. (2016). Gamification and the Future of Education.
dc.relation.referencesParsons, C. (2016). “Space and Consequences”: The Influence of the Roundtable Classroom Design on Student Dialogue. Journal of Learning Spaces, 5(2), 15-25. Pergamon Press
dc.relation.referencesPlass, J. L., Homer, B. D., & Kinzer, C.K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
dc.relation.referencesRestrepo, G. B. (2002). Una variante pedagógica de la investigación-acción educativa. Revista Iberoamericana De Educación, 29(1), 1-10. https://doi.org/10.35362/rie2912898
dc.relation.referencesRibeiro, L. A., da Silva, T. L., & Mussi, A. Q. (2018). Gamification: a Methodology to Motivate Engagement and Participation in a higher education environment. International Journal of Education and Research, 6(4), 249-264. https://www.ijern.com/journal/2018/April 2018/21.pdf
dc.relation.referencesRicard, I. (2013). Enhancing oral interaction skills in undergraduate students through task- based language learning. [Masters thesis, Universidad Libre]. Repositorio Institucional Unilibre. https://hdl.handle.net/10901/8562.
dc.relation.referencesRocha, F. (2019). Roll a D6: a role-playing game based approach to the EFL classroom. BELT - Brazilian English Language Teaching Journal. (9) 1. 535. 10.15448/2178- 3640.2018.2.31960.
dc.relation.referencesRodríguez, J. (2017). Oral interaction through cooperative games [Undergraduate thesis, Universidad Pedagógica Nacional]. Repositorio Institucional UPN. http://hdl.handle.net/20.500.12209/7780.
dc.relation.referencesRoselli, N. (2016). Collaborative Learning: Theoretical Foundations and Applicable Strategies to University. Propósitos y Representaciones, 4, 219-280. http://dx.doi.org/10.20511/pyr2016.v4n1.90
dc.relation.referencesSaha, S.K., Singh, S. (2016). Collaborative Learning through Language Games in ESL Classroom. Language in India, 16(10), 180-189. http://www.languageinindia.com/oct2016/skseslgames.pdf
dc.relation.referencesSánchez, B. (09 de Abril de 2019). La gramática tiene una importancia exagerada en la enseñanza del inglés. El País. Madrid, España
dc.relation.referencesSirbu, A. (2015). The Significance of Language as a Tool of Communication. Naval Academy Scientific Bulletin, 8(2), 405-406. http://dx.doi.org/10.21279/1454-864X
dc.relation.referencesSpires, H., Rowe, J.P., Mott, B.W. (2011). Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes. Journal of Educational Computing Research, 44(4), 1-36. http://dx.doi.org/10.2190/EC.44.4.e
dc.relation.referencesStott, A., & Neustadter, C. (2013). Analysis of Gamification in Education. Simon Fraser University (Unpublished Material). School of Interactive Arts and Technology, Simon Fraser University.
dc.relation.referencesTorres, F. A., & Martínez, L. (2022). Speaking in Worlds of Adventure: Tabletop Roleplaying Games within the EFL Classroom. HOW Journal, 29(1), 105-128. https://doi.org/10.19183/how.29.1.653
dc.relation.referencesUñate, E., and Pulido, E. (2018). Caracterización de los estudiantes de grado noveno, décimo y once de un colegio departamental rural en Cundinamarca, como insumo para promover la 85 construcción de programas académicos complementarios que ayuden a ampliar la visión de su proyecto de vida. [Undergraduate thesis, Fundación Universitaria los Libertadores]. Academicus Repositorio. http://hdl.handle.net/11371/2102
dc.relation.referencesVera, E., Buitrago, Z., Chapeton., (2016). An Informed and Reflective Approach to Language Teaching and Materials Design. Universidad Pedagógica Nacional.
dc.relation.referencesVicario, M. I., & Güemes Hidalgo, M. (2013). La Tormenta Hormonal del Adolescente. Formación Continuada, 1(1), 2-10
dc.relation.referencesWhite, W., Arjoranta, J., Hitchens, M., Peterson, J., Torner, E., & Walton, J. (2018). Tabletop Role-Playing Games. In J. P. Zagal & S. Deterding. (Eds.), Role-Playing Game Studies: Transmedia Foundations (pp. 63-86). Routledge. http://dx.doi.org/10.4324/9781315637532-4.
dc.relation.referencesWizards of the Coast. (2016). System Reference Document 5.1. Dungeons & Dragons. Retrieved 2021, from https://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
dc.relation.referencesWylie, L (1985). Language Learning and Communication. The French Review, 58(6), 777–785. https://www.jstor.org/stable/393019
dc.relation.referencesYang, Z. (May 5-7, 2014). Strategies of Improving Spoken English for Learners [Paper presentation]. International Conference on Education, Language, Art and Intercultural Communication 2014 (ICELAIC). Zhengzhou, Henan, China. Atlantis Press
dc.relation.referencesZagal, J. P., & Deterding, C. S. (2018). Definitions of Role-Playing Games. In: J. P. Zagal & S. Deterding, (Eds.) Role-Playing Game Studies (pp. 19-52). Routledge
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.degreelevelPregradospa
dc.type.driverinfo:eu-repo/semantics/bachelorThesiseng
dc.identifier.instnameinstname:Universidad Pedagógica Nacionalspa
dc.identifier.reponamereponame: Repositorio Institucional UPNspa
dc.identifier.repourlrepourl: http://repositorio.pedagogica.edu.co/
dc.rights.creativecommonsAttribution-NonCommercial-NoDerivatives 4.0 International


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record

https://creativecommons.org/licenses/by-nc-nd/4.0/
Except where otherwise noted, this item's license is described as https://creativecommons.org/licenses/by-nc-nd/4.0/