Publicación: Motivation In The Gamified Classroom: Insights From An Efl Education Context
dc.audience | ||
dc.contributor.advisor | Pastrana Muñoz, Juan Carlos | |
dc.contributor.author | Rodiño Coronado, Brayan Fernando | |
dc.contributor.jury | Pugliese, Gabriella | |
dc.date.accessioned | 2024-02-01T13:15:55Z | |
dc.date.available | 2024-02-01T13:15:55Z | |
dc.date.issued | 2023-11-28 | |
dc.description.abstract | Este informe tiene como objetivo informar sobre la pasantía realizada en la institución General Santander en Montería a través de clases presenciales las cuales tuvieron como propósito mejorar la motivación de los estudiantes de 6to a 8vo grado como aporte a mejorar el aprendizaje del inglés antes mencionado. contexto | spa |
dc.description.abstract | This report aims to inform about the internship carried out at the General Santander institution in Monteria through face-to-face classes which had the purpose of improving the motivation of students from 6th to 8th grade as a contribution to improve the learning of English previously mentioned context | eng |
dc.description.degreelevel | Pregrado | |
dc.description.degreename | Licenciado(a) en Educación Básica con Énfasis en Humanidades-Inglés | |
dc.description.modality | Pasantías | |
dc.description.tableofcontents | INTRODUCTION 5 | eng |
dc.description.tableofcontents | PEDAGOGIES 7 | eng |
dc.description.tableofcontents | Gamification 7 | eng |
dc.description.tableofcontents | ICTs In Language Teaching 8 | eng |
dc.description.tableofcontents | Kahoot As Learning Strategy 9 | eng |
dc.description.tableofcontents | METHODOLOGIES 12 | eng |
dc.description.tableofcontents | Schedule 15 | eng |
dc.description.tableofcontents | FINDINGS 18 | eng |
dc.description.tableofcontents | Professional Growth 23 | eng |
dc.description.tableofcontents | Personal Growth 26 | eng |
dc.description.tableofcontents | Students’ Gains 27 | eng |
dc.description.tableofcontents | Institutional impact 30 | eng |
dc.description.tableofcontents | CONCLUSIONS AND RECOMMENDATIONS 32 | eng |
dc.description.tableofcontents | LIMITATIONS 34 | eng |
dc.description.tableofcontents | REFERENCES 36 | eng |
dc.description.tableofcontents | APPENDICES 38 | eng |
dc.format.mimetype | application/pdf | |
dc.identifier.instname | Universidad de Córdoba | |
dc.identifier.reponame | Repositorio universidad de Córdoba | |
dc.identifier.repourl | https://repositorio.unicordoba.edu.co | |
dc.identifier.uri | https://repositorio.unicordoba.edu.co/handle/ucordoba/8173 | |
dc.language.iso | eng | |
dc.publisher | Universidad de Córdoba | |
dc.publisher.faculty | Facultad de Educación y Ciencias Humanas | |
dc.publisher.place | Montería, Córdoba, Colombia | |
dc.publisher.program | Licenciatura en Educación Básica con Énfasis en Humanidades-Inglés | |
dc.relation.references | Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). From game design elements to gamefulness: defining “gamification”. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). | |
dc.relation.references | Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill Education. | |
dc.relation.references | Warschauer, M., & Healey, D. (1998). Computers and language learning: An overview. Language Teaching, 31(2), 57-71. | |
dc.relation.references | Salehi, H., & Salehi, Z. (2012). Integration of ICT in language teaching: Challenges and barriers. In Proceedings of the 3rd International Conference on e-Education, e-Business, e-Management and e-Learning (IC4E, 2012), IPEDR (Vol. 27, No. 1, pp. 215-219). | |
dc.relation.references | Cuban, L. (1986). Teachers and machines: The classroom use of technology since 1920. Teachers College Press | |
dc.relation.references | Vázquez-Cano, E., Sevillano-García, M. L., & López-Meneses, E. (2018). Educational integration of Kahoot in higher education: A constructivist approach. International Journal of Educational Technology in Higher Education, 15(1), 1-15. | |
dc.relation.references | Roach, T. (2015). Student engagement with Kahoot! In Proceedings of the 9th International Conference on Networked Learning (pp. 1-8). | |
dc.relation.references | Johnson, L., Adams, S., & Cummins, M. (2012). Technology's impact on learning in the 21st century. A report on the Horizon Project. Austin, TX: The New Media Consortium. | |
dc.rights | Copyright Universidad de Córdoba, 2024 | |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
dc.rights.coar | http://purl.org/coar/access_right/c_abf2 | |
dc.rights.license | Atribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0) | |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.subject.keywords | Gamification | |
dc.subject.keywords | ICTs | |
dc.subject.keywords | Kahoot | |
dc.subject.keywords | Motivation | |
dc.subject.proposal | Gamificacion | |
dc.subject.proposal | TIC | |
dc.subject.proposal | Kahoot | |
dc.subject.proposal | Motivacion | |
dc.title | Motivation In The Gamified Classroom: Insights From An Efl Education Context | eng |
dc.type | Trabajo de grado - Pregrado | |
dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | |
dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa | |
dc.type.content | Text | |
dc.type.driver | info:eu-repo/semantics/bachelorThesis | |
dc.type.version | info:eu-repo/semantics/acceptedVersion | |
dspace.entity.type | Publication |
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