Motivation towards learning english fostered by the implementation of a didactic sequence mediated by the use of the Metroidvania Video Game Hollow Knight

The present research project aims to measure the motivation level of a group of students from an English course at Icesi University by using a didactic sequence mediated by the use of a Metroidvania Video Game as the main engagement element for learning the second language. In order to do so, this p...

Full description

Autores:
Roldán Caicedo, Juan Pablo
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2022
Institución:
Universidad ICESI
Repositorio:
Repositorio ICESI
Idioma:
spa
OAI Identifier:
oai:repository.icesi.edu.co:10906/95590
Acceso en línea:
http://repository.icesi.edu.co/biblioteca_digital/handle/10906/95590
http://biblioteca2.icesi.edu.co/cgi-olib?oid=329528
Palabra clave:
Enseñanza del inglés
Aprendizaje del inglés
Experiencias educativas
Aprendizaje significativo
Práctica educativa
Motivación
Videojuegos
Lúdica
Aprendizaje de idiomas
Idiomas extranjeros
Trabajos de grado
Departamento de Pedagogía
Licenciatura en Lenguas Extranjeras con énfasis en inglés
Rights
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
Description
Summary:The present research project aims to measure the motivation level of a group of students from an English course at Icesi University by using a didactic sequence mediated by the use of a Metroidvania Video Game as the main engagement element for learning the second language. In order to do so, this paper recovers the different perspectives of the students and the researcher while teaching and learning to use a video game, analyzing how the motivation is promoted and making the comparison among other papers with similar objectives but using different tools and games. Among the findings, a description of the way in which motivation was positively influenced using a didactic sequence mediated by the use of the Metroidvania videogame Hollow Knight through their respective testimonies and information gathered by the researcher while applying the activities proposed for every stage of the experience.