Gamification in strengthening the teaching and learning process of the English language at the upper basic level
Descripción del Articulo
Gamification is the use of game elements to promote motivation, increase participation, and enhance the teaching and learning process. The purpose of this study was to develop a methodological strategy based on gamification to reinforce the teaching and learning process of the English language at th...
| Autores: | , , |
|---|---|
| Formato: | artículo |
| Fecha de Publicación: | 2023 |
| Institución: | Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú |
| Repositorio: | Revista Innova Educación |
| Lenguaje: | español |
| OAI Identifier: | oai:ojs2.revistainnovaeducacion.com:article/907 |
| Enlace del recurso: | https://revistainnovaeducacion.com/index.php/rie/article/view/907 |
| Nivel de acceso: | acceso abierto |
| Materia: | aprendizaje enseñanza inglés juegos ludificación English games gamification learning teaching aprendizagem ensino ensino de inglês jogos gamificação |
| id |
REVIE_9d1f80d81f0ae209e43f5ce1cfe543da |
|---|---|
| oai_identifier_str |
oai:ojs2.revistainnovaeducacion.com:article/907 |
| network_acronym_str |
REVIE |
| network_name_str |
Revista Innova Educación |
| repository_id_str |
|
| dc.title.none.fl_str_mv |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level La ludificación en el fortalecimiento del proceso de enseñanza-aprendizaje del idioma inglés en el nivel de básica superior A gamificação no fortalecimento do processo de ensino-aprendizagem da língua inglesa no nível de ensino fundamental superior |
| title |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level |
| spellingShingle |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level Pionce-Mendoza, Kenya aprendizaje enseñanza inglés juegos ludificación English games gamification learning teaching aprendizagem ensino ensino de inglês jogos gamificação |
| title_short |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level |
| title_full |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level |
| title_fullStr |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level |
| title_full_unstemmed |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level |
| title_sort |
Gamification in strengthening the teaching and learning process of the English language at the upper basic level |
| dc.creator.none.fl_str_mv |
Pionce-Mendoza, Kenya Véliz-Briones, Vicente Mendoza-Bravo, Karina |
| author |
Pionce-Mendoza, Kenya |
| author_facet |
Pionce-Mendoza, Kenya Véliz-Briones, Vicente Mendoza-Bravo, Karina |
| author_role |
author |
| author2 |
Véliz-Briones, Vicente Mendoza-Bravo, Karina |
| author2_role |
author author |
| dc.subject.none.fl_str_mv |
aprendizaje enseñanza inglés juegos ludificación English games gamification learning teaching aprendizagem ensino ensino de inglês jogos gamificação |
| topic |
aprendizaje enseñanza inglés juegos ludificación English games gamification learning teaching aprendizagem ensino ensino de inglês jogos gamificação |
| description |
Gamification is the use of game elements to promote motivation, increase participation, and enhance the teaching and learning process. The purpose of this study was to develop a methodological strategy based on gamification to reinforce the teaching and learning process of the English language at the upper basic level of the Charapotó Educational Unit. A methodology with a socio-critical approach, a mixed approach, and a descriptive research type with a non-experimental design were used. The population consisted of 3 English teachers and 295 upper basic students. The sample included all the teachers, and through a simple random probability sampling analysis, 167 students from the Charapotó Educational Unit in the province of Manabí, Ecuador, were selected. Techniques such as observation, surveys, interviews, and bibliographic analysis were employed, considering the dimensions of teaching resources, the student's role, and the teacher's role. The results showed that some students face difficulties in terms of motivation and attitude towards learning the English language, which affects their performance. Therefore, it is necessary to implement strategies that promote motivation and engagement and provide the necessary support to overcome these difficulties. Theoretical references were established to highlight the importance of gamification. The diagnostic phase facilitated the recognition of weaknesses and shortcomings, which were used to structure gamified activities that will enable the implementation of an active, cooperative, and motivating methodology for the generation of meaningful learning. |
| publishDate |
2023 |
| dc.date.none.fl_str_mv |
2023-10-30 |
| dc.type.none.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
| format |
article |
| status_str |
publishedVersion |
| dc.identifier.none.fl_str_mv |
https://revistainnovaeducacion.com/index.php/rie/article/view/907 10.35622/j.rie.2023.05v.005 |
| url |
https://revistainnovaeducacion.com/index.php/rie/article/view/907 |
| identifier_str_mv |
10.35622/j.rie.2023.05v.005 |
| dc.language.none.fl_str_mv |
spa |
| language |
spa |
| dc.relation.none.fl_str_mv |
https://revistainnovaeducacion.com/index.php/rie/article/view/907/823 https://revistainnovaeducacion.com/index.php/rie/article/view/907/824 https://revistainnovaeducacion.com/index.php/rie/article/view/907/825 |
| dc.rights.none.fl_str_mv |
Derechos de autor 2023 Kenya Pionce-Mendoza, Vicente Véliz-Briones, Vicente Véliz-Briones (Autor/a) https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
| rights_invalid_str_mv |
Derechos de autor 2023 Kenya Pionce-Mendoza, Vicente Véliz-Briones, Vicente Véliz-Briones (Autor/a) https://creativecommons.org/licenses/by/4.0 |
| eu_rights_str_mv |
openAccess |
| dc.format.none.fl_str_mv |
application/pdf audio/mpeg audio/mpeg |
| dc.publisher.none.fl_str_mv |
Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú |
| publisher.none.fl_str_mv |
Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú |
| dc.source.none.fl_str_mv |
Revista Innova Educación; Vol. 5 Núm. 4 (2023); 83-104 2664-1496 2664-1488 reponame:Revista Innova Educación instname:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú instacron:INUDI |
| instname_str |
Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú |
| instacron_str |
INUDI |
| institution |
INUDI |
| reponame_str |
Revista Innova Educación |
| collection |
Revista Innova Educación |
| repository.name.fl_str_mv |
|
| repository.mail.fl_str_mv |
|
| _version_ |
1847250157881524224 |
| spelling |
Gamification in strengthening the teaching and learning process of the English language at the upper basic levelLa ludificación en el fortalecimiento del proceso de enseñanza-aprendizaje del idioma inglés en el nivel de básica superiorA gamificação no fortalecimento do processo de ensino-aprendizagem da língua inglesa no nível de ensino fundamental superiorPionce-Mendoza, KenyaVéliz-Briones, VicenteMendoza-Bravo, KarinaaprendizajeenseñanzainglésjuegosludificaciónEnglishgamesgamificationlearningteachingaprendizagemensinoensino de inglêsjogosgamificaçãoGamification is the use of game elements to promote motivation, increase participation, and enhance the teaching and learning process. The purpose of this study was to develop a methodological strategy based on gamification to reinforce the teaching and learning process of the English language at the upper basic level of the Charapotó Educational Unit. A methodology with a socio-critical approach, a mixed approach, and a descriptive research type with a non-experimental design were used. The population consisted of 3 English teachers and 295 upper basic students. The sample included all the teachers, and through a simple random probability sampling analysis, 167 students from the Charapotó Educational Unit in the province of Manabí, Ecuador, were selected. Techniques such as observation, surveys, interviews, and bibliographic analysis were employed, considering the dimensions of teaching resources, the student's role, and the teacher's role. The results showed that some students face difficulties in terms of motivation and attitude towards learning the English language, which affects their performance. Therefore, it is necessary to implement strategies that promote motivation and engagement and provide the necessary support to overcome these difficulties. Theoretical references were established to highlight the importance of gamification. The diagnostic phase facilitated the recognition of weaknesses and shortcomings, which were used to structure gamified activities that will enable the implementation of an active, cooperative, and motivating methodology for the generation of meaningful learning.La ludificación es el uso de elementos de juego para fomentar la motivación, incrementar la participación y mejorar el proceso de enseñanza-aprendizaje. El propósito de este estudio fue desarrollar una estrategia metodológica basada en la ludificación para reforzar el proceso de enseñanza-aprendizaje del idioma inglés en el nivel de básica superior de la Unidad Educativa Charapotó. Se utilizó una metodología con enfoque socio crítico, un enfoque mixto y un tipo de investigación descriptiva, con un diseño no experimental. La población estuvo compuesta por 3 profesores de inglés y 295 estudiantes de básica superior. La muestra fue la totalidad de docentes y mediante un análisis de muestreo probabilístico aleatorio simple se estableció a 167 estudiantes de la Unidad Educativa Charapotó, provincia de Manabí, Ecuador. Se emplearon técnicas como la observación, encuesta, entrevista y análisis bibliográfico, según las dimensiones de recursos de enseñanza, rol del estudiante y rol del docente. Los resultados mostraron que algunos estudiantes presentan dificultades en cuanto a su motivación y actitud hacia el aprendizaje del idioma inglés, lo que afecta su rendimiento. Por lo tanto, es necesario implementar estrategias que promuevan la motivación y el compromiso, así como brindarles el apoyo necesario para superar estas dificultades. Se establecieron referentes teóricos que permiten destacar la importancia de la gamificación, la fase de diagnóstico facilitó el reconocimiento de las debilidades y falencias, las cuales sirvieron para la estructuración de actividades ludificadas que permitirán la implementación de una metodología activa, cooperativa y motivadora para la generación de aprendizajes significativos.A gamificação é o uso de elementos de jogo para promover a motivação, aumentar a participação e melhorar o processo de ensino-aprendizagem. O objetivo deste estudo foi desenvolver uma estratégia metodológica baseada em gamificação para reforçar o processo de ensino-aprendizagem da língua inglesa no nível de ensino fundamental superior da Unidade Educacional Charapotó. Foi utilizada uma metodologia com abordagem sócio-crítica, uma abordagem mista e um tipo de pesquisa descritiva, com um design não experimental. A população foi composta por 3 professores de inglês e 295 alunos do ensino fundamental superior. A amostra incluiu todos os professores, e por meio de uma análise de amostragem probabilística aleatória simples, foram selecionados 167 alunos da Unidade Educacional Charapotó, na província de Manabí, no Equador. Foram empregadas técnicas como observação, pesquisas, entrevistas e análise bibliográfica, considerando as dimensões de recursos de ensino, o papel do aluno e o papel do professor. Os resultados mostraram que alguns alunos enfrentam dificuldades em termos de motivação e atitude em relação ao aprendizado da língua inglesa, o que afeta seu desempenho. Portanto, é necessário implementar estratégias que promovam a motivação e o engajamento e oferecer o suporte necessário para superar essas dificuldades. Foram estabelecidas referências teóricas para destacar a importância da gamificação. A fase de diagnóstico facilitou o reconhecimento de fraquezas e deficiências, que foram usadas para estruturar atividades gamificadas que possibilitarão a implementação de uma metodologia ativa, cooperativa e motivadora para a geração de aprendizado significativo.Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú2023-10-30info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfaudio/mpegaudio/mpeghttps://revistainnovaeducacion.com/index.php/rie/article/view/90710.35622/j.rie.2023.05v.005Revista Innova Educación; Vol. 5 Núm. 4 (2023); 83-1042664-14962664-1488reponame:Revista Innova Educacióninstname:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perúinstacron:INUDIspahttps://revistainnovaeducacion.com/index.php/rie/article/view/907/823https://revistainnovaeducacion.com/index.php/rie/article/view/907/824https://revistainnovaeducacion.com/index.php/rie/article/view/907/825Derechos de autor 2023 Kenya Pionce-Mendoza, Vicente Véliz-Briones, Vicente Véliz-Briones (Autor/a)https://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessoai:ojs2.revistainnovaeducacion.com:article/9072024-10-16T14:12:32Z |
| score |
12.889754 |
Nota importante:
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).