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dc.contributor.advisorMartínez Cifuentes, Dianaspa
dc.contributor.authorGuerrero Casallas, Luisa Fernandaspa
dc.date.accessioned2023-06-21T15:05:59Z
dc.date.available2023-06-21T15:05:59Z
dc.date.issued2023
dc.identifier.urihttp://hdl.handle.net/20.500.12209/18525
dc.description.abstractDebido 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.mimetypeapplication/pdfspa
dc.language.isoeng
dc.publisherUniversidad Pedagógica Nacionalspa
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectAprendizaje mixtospa
dc.subjectFluidezspa
dc.subjectGamificaciónspa
dc.subjectHabilidades de hablaspa
dc.subjectPrecisiónspa
dc.titleGamification, a strategy to enhance speaking skills in a blended learning environment.spa
dc.publisher.programLicenciatura en Español e Inglésspa
dc.subject.keywordsAccuracyeng
dc.subject.keywordsBlended learningeng
dc.subject.keywordsFluencyeng
dc.subject.keywordsGamificationeng
dc.subject.keywordsSpeaking skillseng
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersion
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.accessrightshttp://purl.org/coar/access_right/c_abf2
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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.title.translatedGamification, a strategy to enhance speaking skills in a blended learning environment.eng
dc.description.abstractenglishDue 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.creativecommonsAttribution-NonCommercial-NoDerivatives 4.0 International


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