Gamification : a tool to improve speaking skill through the TBL approach.

Using gamification as a pedagogical strategy, this research aimed to improve seventh-grade students’ English-speaking skills through the Task-Based Learning approach. For this reason, this study sought to answer How can gamification as a pedagogical strategy improve seventh-grade students' Engl...

Full description

Autores:
Almanza Molina, Ana Lucia
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2024
Institución:
Universidad Pedagógica Nacional
Repositorio:
Repositorio Institucional UPN
Idioma:
eng
OAI Identifier:
oai:repository.pedagogica.edu.co:20.500.12209/19735
Acceso en línea:
http://hdl.handle.net/20.500.12209/19735
Palabra clave:
Gamification
Task-based learning
Speaking skills
Pronunciation
Fluency
Gamificación
Aprendiazaje basado en tareas
Habilidades comunicativas
Pronunciación
Fluidez
Rights
openAccess
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
id RPEDAGO2_3370c2180e5ef2428e2b72a466ec9220
oai_identifier_str oai:repository.pedagogica.edu.co:20.500.12209/19735
network_acronym_str RPEDAGO2
network_name_str Repositorio Institucional UPN
repository_id_str
dc.title.eng.fl_str_mv Gamification : a tool to improve speaking skill through the TBL approach.
title Gamification : a tool to improve speaking skill through the TBL approach.
spellingShingle Gamification : a tool to improve speaking skill through the TBL approach.
Gamification
Task-based learning
Speaking skills
Pronunciation
Fluency
Gamificación
Aprendiazaje basado en tareas
Habilidades comunicativas
Pronunciación
Fluidez
title_short Gamification : a tool to improve speaking skill through the TBL approach.
title_full Gamification : a tool to improve speaking skill through the TBL approach.
title_fullStr Gamification : a tool to improve speaking skill through the TBL approach.
title_full_unstemmed Gamification : a tool to improve speaking skill through the TBL approach.
title_sort Gamification : a tool to improve speaking skill through the TBL approach.
dc.creator.fl_str_mv Almanza Molina, Ana Lucia
dc.contributor.advisor.spa.fl_str_mv Martínez Cifuentes, Diana
dc.contributor.author.none.fl_str_mv Almanza Molina, Ana Lucia
dc.subject.eng.fl_str_mv Gamification
Task-based learning
Speaking skills
Pronunciation
Fluency
topic Gamification
Task-based learning
Speaking skills
Pronunciation
Fluency
Gamificación
Aprendiazaje basado en tareas
Habilidades comunicativas
Pronunciación
Fluidez
dc.subject.keywords.spa.fl_str_mv Gamificación
Aprendiazaje basado en tareas
Habilidades comunicativas
Pronunciación
Fluidez
description Using gamification as a pedagogical strategy, this research aimed to improve seventh-grade students’ English-speaking skills through the Task-Based Learning approach. For this reason, this study sought to answer How can gamification as a pedagogical strategy improve seventh-grade students' English-speaking skills through a task-based learning approach at Guillermo Cano Isaza School? To attain the objective and answer the question, the action research was carried out by proposing a series of four tasks that included game elements based on students’ preferences. Then they were implemented, and the information collected through field notes, audio recordings, and surveys was evaluated. The findings show the impact of gamification on speaking skills such as pronunciation and fluency because students got the confidence and took the risk to speak and practice during the sessions.
publishDate 2024
dc.date.accessioned.none.fl_str_mv 2024-06-24T13:29:48Z
dc.date.available.none.fl_str_mv 2024-06-24T13:29:48Z
dc.date.issued.none.fl_str_mv 2024
dc.type.local.spa.fl_str_mv Tesis/Trabajo de grado - Monografía - Pregrado
dc.type.coar.eng.fl_str_mv http://purl.org/coar/resource_type/c_7a1f
dc.type.driver.eng.fl_str_mv info:eu-repo/semantics/bachelorThesis
format http://purl.org/coar/resource_type/c_7a1f
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/20.500.12209/19735
dc.identifier.instname.spa.fl_str_mv instname:Universidad Pedagógica Nacional
dc.identifier.reponame.spa.fl_str_mv reponame: Repositorio Institucional UPN
dc.identifier.repourl.none.fl_str_mv repourl: http://repositorio.pedagogica.edu.co/
url http://hdl.handle.net/20.500.12209/19735
identifier_str_mv instname:Universidad Pedagógica Nacional
reponame: Repositorio Institucional UPN
repourl: http://repositorio.pedagogica.edu.co/
dc.language.iso.spa.fl_str_mv eng
language eng
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spelling Martínez Cifuentes, DianaAlmanza Molina, Ana LuciaBogotá, Colombia2024-06-24T13:29:48Z2024-06-24T13:29:48Z2024http://hdl.handle.net/20.500.12209/19735instname:Universidad Pedagógica Nacionalreponame: Repositorio Institucional UPNrepourl: http://repositorio.pedagogica.edu.co/Using gamification as a pedagogical strategy, this research aimed to improve seventh-grade students’ English-speaking skills through the Task-Based Learning approach. For this reason, this study sought to answer How can gamification as a pedagogical strategy improve seventh-grade students' English-speaking skills through a task-based learning approach at Guillermo Cano Isaza School? To attain the objective and answer the question, the action research was carried out by proposing a series of four tasks that included game elements based on students’ preferences. Then they were implemented, and the information collected through field notes, audio recordings, and surveys was evaluated. The findings show the impact of gamification on speaking skills such as pronunciation and fluency because students got the confidence and took the risk to speak and practice during the sessions.Submitted by Ana Lucia Almanza Molina (alalmanzam@upn.edu.co) on 2024-06-06T22:27:31Z No. of bitstreams: 2 Gamification A Tool to Improve Speaking Skill Through the TBL Approach.pdf: 3546470 bytes, checksum: 983140b9a07fdf53b935b6172c38114b (MD5) Licencia de uso.pdf: 989636 bytes, checksum: 229097f08d9665f64263206da5c31450 (MD5)Approved for entry into archive by Biblioteca UPN (repositoriobiblioteca@pedagogica.edu.co) on 2024-06-07T18:00:32Z (GMT) No. of bitstreams: 2 Gamification A Tool to Improve Speaking Skill Through the TBL Approach.pdf: 3546470 bytes, checksum: 983140b9a07fdf53b935b6172c38114b (MD5) Licencia de uso.pdf: 989636 bytes, checksum: 229097f08d9665f64263206da5c31450 (MD5)Approved for entry into archive by Elsy Carolina Martínez (ecmartinezb@pedagogica.edu.co) on 2024-06-24T13:29:48Z (GMT) No. of bitstreams: 2 Gamification A Tool to Improve Speaking Skill Through the TBL Approach.pdf: 3546470 bytes, checksum: 983140b9a07fdf53b935b6172c38114b (MD5) Licencia de uso.pdf: 989636 bytes, checksum: 229097f08d9665f64263206da5c31450 (MD5)Made available in DSpace on 2024-06-24T13:29:48Z (GMT). No. of bitstreams: 2 Gamification A Tool to Improve Speaking Skill Through the TBL Approach.pdf: 3546470 bytes, checksum: 983140b9a07fdf53b935b6172c38114b (MD5) Licencia de uso.pdf: 989636 bytes, checksum: 229097f08d9665f64263206da5c31450 (MD5) Previous issue date: 2024Licenciado en Español e InglésPregradoUsando la gamificación como una estrategia pedagógica, investigación tuvo como objetivo mejorar las habilidades de habla en inglés de los estudiantes de séptimo grado a través del enfoque Aprendizaje Basado en Tareas. Por esta razón, este estudio buscó responder ¿Cómo puede la gamificación como una estrategia pedagógica mejorar las habilidades de habla en inglés de los estudiantes de grado séptimo a través del enfoque Aprendizaje Basado en Tareas en el colegio Guillermo Cano Isaza? Para alcanzar el objetivo y responder la pregunta, la investigación acción se llevó a cabo proponiendo una serie de cuatro tareas las cuales incluían elementos de juegos basados en las preferencias de los estudiantes. Estas fueran implementadas, la información recolectada a través de diarios de campo, grabaciones en audio y encuestas fue evaluada. Los hallazgos muestran el impacto de la gamificación en habilidades comunicativas como la pronunciación y la fluidez porque los estudiantes adquirieron confianza y se atrevieron a hablar y practicar durante las sesiones.application/pdfengUniversidad Pedagógica NacionalLicenciatura en Español e InglésFacultad de Humanidadeshttps://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 InternationalGamificationTask-based learningSpeaking skillsPronunciationFluencyGamificaciónAprendiazaje basado en tareasHabilidades comunicativasPronunciaciónFluidezGamification : a tool to improve speaking skill through the TBL approach.Tesis/Trabajo de grado - Monografía - Pregradohttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesis3 strategies for motivating ESL students. (n.d.). Lesley.edu. Retrieved October 30, 2022, from https://lesley.edu/article/3-strategies-for-motivating-esl-studentsAbdurashitovna, S. (2012). The influence of motivation in the foreign language learning process. UNIVERSITY OF PHYSICAL EDUCATION AND SPORT, TASHKENT, REPUBLIC OF UZBEKISTAN. https://cyberleninka.ru/article/n/the-influence-of-motivation-in-the-foreign-language-learning-process.pdfAlizadeh, M. (2016). The Impact of Motivation on English Language Learning. International Journal of Research in English Ed, 1(1), 11–15. https://ijreeonline.com/article-1-23-en.pdfAmaya, I., & Bajaña, J. (2020). The use of gamification to enhance the english as a foreign language. Polo Del Conocimiento, 5(3), 865–881. https://dialnet.unirioja.es/servlet/articulo?codigo=7398421Anak, C., & Hua, T. (2021). Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz. Journal of Education and E-Learning Research, 8(1), 103–108. https://eric.ed.gov/?id=EJ1289663Barrera, D. (2004). Can Pronunciation Be Taught? A Review of Research and Implications for Teaching. Revista Alicantina de Estudios Ingleses. https://idus.us.es/bitstream/handle/11441/62951/RAEI_17_3.pdf?sequence=1Bailey, J. (2008). First steps in qualitative data analysis: transcribing. Family Practice Advance Access, 25, 127–131. https://academic.oup.com/fampra/article/25/2/127/497632?login=falseBeglar, D., & Hunt, A. (2002). Implementing Task-Based Language Teaching. In J. Richards & W. Renandya (Eds.), Methodology in Language Teaching: An Approach of Current Practice (pp. 96–106). Cambridge University Press.Bell, J., & Waters, S. (2014). Doing your research project: a guide for first-time researchers. Mc Graw Hill Education.Bonilla, J. (2022). Gamification strategies to develop speaking fluency in 6th-grades students at Daniel Reyes school in the academic year 2021-2022 [Universidad Técnica del Norte]. http://repositorio.utn.edu.ec/handle/123456789/12573Brown, D. (2001). The present: An Informed “Approach.” In Teaching by Principles: An Interactive Approach To Language Pedaogogy (pp. 39–53). Pearson Education.Brown, D. (2001). Teaching Speaking. In Longman (Ed.), Teaching by Principles: An Interactive Approach To Language Pedaogogy (pp. 267–297). Pearson Education.Büyükkarci, K. (2009). A Critical Analysis of Task-Based Learning. Kastamonu Education Learning, 17(1), 313–320. https://dergipark.org.tr/en/download/article-file/817956Çeker, E., & Özdaml, F. (2017). What “Gamification” is and what it’s not. European Journal of Contemporary Education, 6(2), 2305–6746. https://www.academia.edu/63312309/What_Gamification_is_and_what_it_s_not?from_sitemaps=true&version=2Derakhshan, A., Khalili, A., & Beheshti, F. (2016). Developing EFL Learner’s Speaking Ability, Accuracy and Fluency. English Language and Literature Studies, 6(2), 177–186. https://pdfs.semanticscholar.org/45cc/d304d039c37102a4522bcd9a44a10ea94ca0.pdfDíaz, O. (2021). Improving integrated skills through gamification in the EFL classroom [Universidad Pedagógica Nacional]. http://upnblib.pedagogica.edu.co/handle/20.500.12209/16719Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(9), 1–36.Esquivel, L. (2019). Gamification: A mission to foster students’ engagement and interaction in the EFL classroom [Universidad Pedagógica Nacional]. http://repository.pedagogica.edu.co/handle/20.500.12209/10368Figueroa, J. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review, 27, 32–54. https://files.eric.ed.gov/fulltext/EJ1065005.pdfGaleano, J., & Rodríguez, L. (2016). 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