dc.contributor.advisor | Martínez Cifuentes, Diana | spa |
dc.contributor.author | Guerrero Casallas, Luisa Fernanda | spa |
dc.date.accessioned | 2023-06-21T15:05:59Z | |
dc.date.available | 2023-06-21T15:05:59Z | |
dc.date.issued | 2023 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12209/18525 | |
dc.description.abstract | Debido a que no fue posible realizar la investigación de manera presencial por la
pandemia del COVID-19, se utilizaron recursos documentales para recopilar información
acerca de los problemas que enfrentan la mayoría de los estudiantes al momento de
aprender inglés como lengua extranjera, por lo que se pudo determinar que presentan
dificultades en todos los aspectos. habilidades lingüísticas, especialmente a la hora de
expresarse oralmente porque se sienten inhibidos por miedo a cometer errores de
4
pronunciación y ser objeto de burla por parte de sus compañeros. Por ello, esta propuesta
pedagógica pretende promover la expresión oral de los estudiantes de noveno grado
mediante el uso de la gamificación como estrategia educativa en un ambiente de
aprendizaje semipresencial. El contexto en el que se podría implementar esta propuesta es
un grupo de estudiantes de noveno grado de colegios públicos y privados de Colombia. La
propuesta pedagógica plasma dos temas principales relacionados con la temática ambiental;
Se diseñaron dos ciclos, con un total de 7 planes de lecciones de 90 min cada uno, para
fomentar la fluidez y precisión en las producciones orales de los estudiantes a través de
actividades gamificadas. | spa |
dc.format.mimetype | application/pdf | spa |
dc.language.iso | eng | |
dc.publisher | Universidad Pedagógica Nacional | spa |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.subject | Aprendizaje mixto | spa |
dc.subject | Fluidez | spa |
dc.subject | Gamificación | spa |
dc.subject | Habilidades de habla | spa |
dc.subject | Precisión | spa |
dc.title | Gamification, a strategy to enhance speaking skills in a blended learning environment. | spa |
dc.publisher.program | Licenciatura en Español e Inglés | spa |
dc.subject.keywords | Accuracy | eng |
dc.subject.keywords | Blended learning | eng |
dc.subject.keywords | Fluency | eng |
dc.subject.keywords | Gamification | eng |
dc.subject.keywords | Speaking skills | eng |
dc.type.hasVersion | info:eu-repo/semantics/acceptedVersion | |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
dc.rights.accessrights | http://purl.org/coar/access_right/c_abf2 | |
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dc.publisher.faculty | Facultad de Humanidades | spa |
dc.type.local | Tesis/Trabajo de grado - Monografía - Pregrado | spa |
dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | eng |
dc.description.degreename | Licenciado en Español e Inglés | spa |
dc.description.degreelevel | Pregrado | spa |
dc.type.driver | info:eu-repo/semantics/bachelorThesis | eng |
dc.identifier.instname | instname:Universidad Pedagógica Nacional | spa |
dc.identifier.reponame | reponame: Repositorio Institucional UPN | spa |
dc.identifier.repourl | repourl: http://repositorio.pedagogica.edu.co/ | |
dc.title.translated | Gamification, a strategy to enhance speaking skills in a blended learning environment. | eng |
dc.description.abstractenglish | Due to it was not possible to do the research in a presential way for the pandemic
COVID-19, documentary resources were used to collect information about the problems
most students face when learning EFL, so it was possible to determine that they have
difficulties in all language skills, especially when expressing themselves orally because
they feel inhibited for fear of making pronunciation mistakes and being mocked by their
classmates. For that reason, this pedagogical proposal intends to promote ninth graders’
speaking skills by using gamification as a pedagogical strategy in a blended learning
environment. The context in which this proposal could be implemented is a group of ninthgrade students in public and private schools in Colombia. The pedagogical proposal
embodies two main topics related to environmental issues; two cycles, with a total of 7
lesson plans of 90 min each, were designed to foster fluency and accuracy in students’ oral
productions through gamified activities. | eng |
dc.rights.creativecommons | Attribution-NonCommercial-NoDerivatives 4.0 International | |