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dc.contributor.advisorCruz Arcila, Ferneyspa
dc.contributor.authorChávez Montero, Carlos Ivánspa
dc.coverage.spatialBogotá, Colombiaspa
dc.coverage.temporalBogotá, Colombia 2022spa
dc.date.accessioned2023-01-23T21:13:32Z
dc.date.available2023-01-23T21:13:32Z
dc.date.issued2022
dc.identifier.urihttp://hdl.handle.net/20.500.12209/17925
dc.description.abstractGamification is a strategy that applies principles of games in contexts that are not necessarily related to gaming activities, such as business, corporations, and formal education. Those principles consist primarily of the establishment of a set of rules, common objectives, and the delivery of rewards (Sailer et al., 2017). In this context, the use of gamification in the English classroom offers a rethink of the class and curricula structure. The use of distinctive elements, i.e., leaderboards, teamwork, and scoring systems instead of the more usual classwork and assessment techniques can enhance the motivation of learners (Baranek, 1996). This study stems from the implementation of a pedagogical intervention, which consisted of a series of English tournaments that faced students with tasks based on collaborative learning and gamification. The tournaments were a way to apply gamification to each class session, merging games and academic activities related to the English curriculum of tenth-grade students at the I.E.D Sorrento, articulated with the English class contents. An alternative class environment was offered, creating a space in which the students grouped with their peers and got involved into their process, making them interested and motivated to learn and practice English.spa
dc.format.mimetypeapplication/pdfspa
dc.language.isoeng
dc.publisherUniversidad Pedagógica Nacionalspa
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectGamificationeng
dc.subjectMotivationeng
dc.subjectEnglish learningeng
dc.subjectCollaborative learningeng
dc.titleEnglish tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.eng
dc.publisher.programLicenciatura en Español e Inglésspa
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.referencesBaranek, L. K. (1996). The Effect of Rewards and Motivation on Student Achievement. Master Thesis, 285. http://scholarworks.gvsu.edu/theses%0Ahttp://scholarworks.gvsu.edu/theses/285
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dc.relation.referencesGnambs, T., & Hanfstingl, B. (2015). The decline of academic motivation during adolescence: an accelerated longitudinal cohort analysis on the effect of psychological need satisfaction. Educational Psychology, 36(9), 1691–1705. https://doi.org/10.1080/01443410.2015.1113236
dc.relation.referencesGottfried, A. E., Fleming, J. S., & Gottfried, A. W. (2001). Continuity of academic intrinsic motivation from childhood through late adolescence: A longitudinal study. Journal of Educational Psychology, 93 (1), 3–13. https://doi.org/10.1037/0022-0663.93.1.3
dc.relation.referencesHanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019
dc.relation.referencesHuang, W. H.-Y., & Soman, D. (2013). A practitioner’s guide to gamification of education. Toronto: University of Toronto, Rotman School of Management.
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dc.relation.referencesLaal, M., & Ghodsi, S. M. (2012). Benefits of collaborative learning. Procedia - Social and Behavioral Sciences, 31(2011), 486–490. https://doi.org/10.1016/j.sbspro.2011.12.091
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dc.relation.referencesMarczewski, A. (2013). Gamification: A Simple Introduction. Andrzej Marczewski.
dc.relation.referencesMinisterio de Educación Nacional (2016). Derechos Básicos de Aprendizaje: Inglés grados 6° a 11°.
dc.relation.referencesRehman, A. A., & Alharthi, K. (2016). An Introduction to Research Paradigms. International Journal of Educational Investigations, 3(8), 51–59. https://www.researchgate.net/publication/325022648_An_introduction_to_research_paradigms
dc.relation.referencesSailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
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 e Inglésspa
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


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