English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.

Gamification is a strategy that applies principles of games in contexts that are not necessarily related to gaming activities, such as business, corporations, and formal education. Those principles consist primarily of the establishment of a set of rules, common objectives, and the delivery of rewar...

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Autores:
Chávez Montero, Carlos Iván
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2022
Institución:
Universidad Pedagógica Nacional
Repositorio:
Repositorio Institucional UPN
Idioma:
eng
OAI Identifier:
oai:repository.pedagogica.edu.co:20.500.12209/17925
Acceso en línea:
http://hdl.handle.net/20.500.12209/17925
Palabra clave:
Gamification
Motivation
English learning
Collaborative learning
Rights
openAccess
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
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dc.title.eng.fl_str_mv English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
title English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
spellingShingle English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
Gamification
Motivation
English learning
Collaborative learning
title_short English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
title_full English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
title_fullStr English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
title_full_unstemmed English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
title_sort English tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.
dc.creator.fl_str_mv Chávez Montero, Carlos Iván
dc.contributor.advisor.none.fl_str_mv Cruz Arcila, Ferney
dc.contributor.author.none.fl_str_mv Chávez Montero, Carlos Iván
dc.subject.eng.fl_str_mv Gamification
Motivation
English learning
Collaborative learning
topic Gamification
Motivation
English learning
Collaborative learning
description Gamification is a strategy that applies principles of games in contexts that are not necessarily related to gaming activities, such as business, corporations, and formal education. Those principles consist primarily of the establishment of a set of rules, common objectives, and the delivery of rewards (Sailer et al., 2017). In this context, the use of gamification in the English classroom offers a rethink of the class and curricula structure. The use of distinctive elements, i.e., leaderboards, teamwork, and scoring systems instead of the more usual classwork and assessment techniques can enhance the motivation of learners (Baranek, 1996). This study stems from the implementation of a pedagogical intervention, which consisted of a series of English tournaments that faced students with tasks based on collaborative learning and gamification. The tournaments were a way to apply gamification to each class session, merging games and academic activities related to the English curriculum of tenth-grade students at the I.E.D Sorrento, articulated with the English class contents. An alternative class environment was offered, creating a space in which the students grouped with their peers and got involved into their process, making them interested and motivated to learn and practice English.
publishDate 2022
dc.date.issued.none.fl_str_mv 2022
dc.date.accessioned.none.fl_str_mv 2023-01-23T21:13:32Z
dc.date.available.none.fl_str_mv 2023-01-23T21:13:32Z
dc.type.local.spa.fl_str_mv Tesis/Trabajo de grado - Monografía - Pregrado
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dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/20.500.12209/17925
dc.identifier.instname.spa.fl_str_mv instname:Universidad Pedagógica Nacional
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url http://hdl.handle.net/20.500.12209/17925
identifier_str_mv instname:Universidad Pedagógica Nacional
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dc.language.iso.spa.fl_str_mv eng
language eng
dc.relation.references.spa.fl_str_mv Baranek, L. K. (1996). The Effect of Rewards and Motivation on Student Achievement. Master Thesis, 285. http://scholarworks.gvsu.edu/theses%0Ahttp://scholarworks.gvsu.edu/theses/285
Braun, V., & Clarke, V. (2012). Thematic analysis. APA Handbook of Research Methods in Psychology, Vol 2: Research Designs: Quantitative, Qualitative, Neuropsychological, and Biological., 57–71. https://doi.org/10.1037/13620-004
Burns, A. (2015). Action Research. Research Methods in Applied Linguistics, 187–202. Figueroa-Flores, Jorge. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review. 27. 32-54.
Gnambs, T., & Hanfstingl, B. (2015). The decline of academic motivation during adolescence: an accelerated longitudinal cohort analysis on the effect of psychological need satisfaction. Educational Psychology, 36(9), 1691–1705. https://doi.org/10.1080/01443410.2015.1113236
Gottfried, A. E., Fleming, J. S., & Gottfried, A. W. (2001). Continuity of academic intrinsic motivation from childhood through late adolescence: A longitudinal study. Journal of Educational Psychology, 93 (1), 3–13. https://doi.org/10.1037/0022-0663.93.1.3
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019
Huang, W. H.-Y., & Soman, D. (2013). A practitioner’s guide to gamification of education. Toronto: University of Toronto, Rotman School of Management.
Kiryakova, G., Angelova, N., & Yordanova, L. (2013). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
Laal, M., & Ghodsi, S. M. (2012). Benefits of collaborative learning. Procedia - Social and Behavioral Sciences, 31(2011), 486–490. https://doi.org/10.1016/j.sbspro.2011.12.091
Malterud, K. (2001). Qualitative research: standards, challenges, and guidelines. The Lancet, 358(9280), 483–488. https://doi.org/10.1016/s0140-6736(01)05627-6
Marczewski, A. (2013). Gamification: A Simple Introduction. Andrzej Marczewski.
Ministerio de Educación Nacional (2016). Derechos Básicos de Aprendizaje: Inglés grados 6° a 11°.
Rehman, A. A., & Alharthi, K. (2016). An Introduction to Research Paradigms. International Journal of Educational Investigations, 3(8), 51–59. https://www.researchgate.net/publication/325022648_An_introduction_to_research_paradigms
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
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dc.coverage.spatial.spa.fl_str_mv Bogotá, Colombia
dc.coverage.temporal.spa.fl_str_mv Bogotá, Colombia 2022
dc.publisher.spa.fl_str_mv Universidad Pedagógica Nacional
dc.publisher.program.spa.fl_str_mv Licenciatura en Español e Inglés
dc.publisher.faculty.spa.fl_str_mv Facultad de Humanidades
institution Universidad Pedagógica Nacional
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spelling Cruz Arcila, FerneyChávez Montero, Carlos IvánBogotá, ColombiaBogotá, Colombia 20222023-01-23T21:13:32Z2023-01-23T21:13:32Z2022http://hdl.handle.net/20.500.12209/17925instname:Universidad Pedagógica Nacionalreponame: Repositorio Institucional UPNrepourl: http://repositorio.pedagogica.edu.co/Gamification is a strategy that applies principles of games in contexts that are not necessarily related to gaming activities, such as business, corporations, and formal education. Those principles consist primarily of the establishment of a set of rules, common objectives, and the delivery of rewards (Sailer et al., 2017). In this context, the use of gamification in the English classroom offers a rethink of the class and curricula structure. The use of distinctive elements, i.e., leaderboards, teamwork, and scoring systems instead of the more usual classwork and assessment techniques can enhance the motivation of learners (Baranek, 1996). This study stems from the implementation of a pedagogical intervention, which consisted of a series of English tournaments that faced students with tasks based on collaborative learning and gamification. The tournaments were a way to apply gamification to each class session, merging games and academic activities related to the English curriculum of tenth-grade students at the I.E.D Sorrento, articulated with the English class contents. An alternative class environment was offered, creating a space in which the students grouped with their peers and got involved into their process, making them interested and motivated to learn and practice English.Submitted by Carlos Iván Chávez Montero (del_cichavezm468@pedagogica.edu.co) on 2022-12-05T18:27:32Z No. of bitstreams: 2 English Tournaments Using Gamification as a Learning Strategy to Enhance Motivation and Collaboration.pdf: 1464193 bytes, checksum: 4e2adc90da61ae55a09a4058cf78db92 (MD5) Licencia_uso_ Carlos Iván Chávez.pdf: 160167 bytes, checksum: 5061852883924539230de7e8142f4668 (MD5)Rejected by Biblioteca UPN (repositoriobiblioteca@pedagogica.edu.co), reason: Su envío ha sido rechazado en tanto la firma de la licencia es un recorte, pro favor imprima la licencia, firme de manera manuscrita con tinta negra, escanee y cargue de nuevo. Adicional a ello, le recomendamos sintetizar el nombre del archivo de su trabajo de grado. Ajuste y envíe a la mayor brevedad. on 2022-12-05T21:36:41Z (GMT)Submitted by Carlos Iván Chávez Montero (del_cichavezm468@pedagogica.edu.co) on 2022-12-06T20:39:43Z No. of bitstreams: 2 Using Gamification as a Learning Strategy to Enhance Motivation.pdf: 1464193 bytes, checksum: 4e2adc90da61ae55a09a4058cf78db92 (MD5) Licencia de uso Carlos Ivan Chavez.pdf: 92356 bytes, checksum: 4c0c7981d5ae80579e160206fb035411 (MD5)Approved for entry into archive by Biblioteca UPN (repositoriobiblioteca@pedagogica.edu.co) on 2022-12-06T21:33:27Z (GMT) No. of bitstreams: 2 Using Gamification as a Learning Strategy to Enhance Motivation.pdf: 1464193 bytes, checksum: 4e2adc90da61ae55a09a4058cf78db92 (MD5) Licencia de uso Carlos Ivan Chavez.pdf: 92356 bytes, checksum: 4c0c7981d5ae80579e160206fb035411 (MD5)Approved for entry into archive by Elsy Carolina Martínez (ecmartinezb@pedagogica.edu.co) on 2023-01-23T21:13:32Z (GMT) No. of bitstreams: 2 Using Gamification as a Learning Strategy to Enhance Motivation.pdf: 1464193 bytes, checksum: 4e2adc90da61ae55a09a4058cf78db92 (MD5) Licencia de uso Carlos Ivan Chavez.pdf: 92356 bytes, checksum: 4c0c7981d5ae80579e160206fb035411 (MD5)Made available in DSpace on 2023-01-23T21:13:32Z (GMT). No. of bitstreams: 2 Using Gamification as a Learning Strategy to Enhance Motivation.pdf: 1464193 bytes, checksum: 4e2adc90da61ae55a09a4058cf78db92 (MD5) Licencia de uso Carlos Ivan Chavez.pdf: 92356 bytes, checksum: 4c0c7981d5ae80579e160206fb035411 (MD5) Previous issue date: 2022Licenciado en Español e InglésPregradoapplication/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 InternationalGamificationMotivationEnglish learningCollaborative learningEnglish tournaments : using gamification as a learning strategy to enhance motivation and collaboration in the English Classroom.Tesis/Trabajo de grado - Monografía - Pregradohttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesisBaranek, L. K. (1996). The Effect of Rewards and Motivation on Student Achievement. Master Thesis, 285. http://scholarworks.gvsu.edu/theses%0Ahttp://scholarworks.gvsu.edu/theses/285Braun, V., & Clarke, V. (2012). Thematic analysis. APA Handbook of Research Methods in Psychology, Vol 2: Research Designs: Quantitative, Qualitative, Neuropsychological, and Biological., 57–71. https://doi.org/10.1037/13620-004Burns, A. (2015). Action Research. Research Methods in Applied Linguistics, 187–202. Figueroa-Flores, Jorge. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review. 27. 32-54.Gnambs, T., & Hanfstingl, B. (2015). The decline of academic motivation during adolescence: an accelerated longitudinal cohort analysis on the effect of psychological need satisfaction. Educational Psychology, 36(9), 1691–1705. https://doi.org/10.1080/01443410.2015.1113236Gottfried, A. E., Fleming, J. S., & Gottfried, A. W. (2001). Continuity of academic intrinsic motivation from childhood through late adolescence: A longitudinal study. Journal of Educational Psychology, 93 (1), 3–13. https://doi.org/10.1037/0022-0663.93.1.3Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019Huang, W. H.-Y., & Soman, D. (2013). A practitioner’s guide to gamification of education. Toronto: University of Toronto, Rotman School of Management.Kiryakova, G., Angelova, N., & Yordanova, L. (2013). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.Laal, M., & Ghodsi, S. M. (2012). Benefits of collaborative learning. Procedia - Social and Behavioral Sciences, 31(2011), 486–490. https://doi.org/10.1016/j.sbspro.2011.12.091Malterud, K. (2001). Qualitative research: standards, challenges, and guidelines. The Lancet, 358(9280), 483–488. https://doi.org/10.1016/s0140-6736(01)05627-6Marczewski, A. (2013). Gamification: A Simple Introduction. Andrzej Marczewski.Ministerio de Educación Nacional (2016). Derechos Básicos de Aprendizaje: Inglés grados 6° a 11°.Rehman, A. A., & Alharthi, K. (2016). An Introduction to Research Paradigms. International Journal of Educational Investigations, 3(8), 51–59. https://www.researchgate.net/publication/325022648_An_introduction_to_research_paradigmsSailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033THUMBNAILUsing Gamification as a Learning Strategy to Enhance Motivation.pdf.jpgUsing Gamification as a Learning Strategy to Enhance Motivation.pdf.jpgIM Thumbnailimage/jpeg3017http://repository.pedagogica.edu.co/bitstream/20.500.12209/17925/8/Using%20Gamification%20as%20a%20Learning%20Strategy%20to%20Enhance%20Motivation.pdf.jpgd46267b5bd4144cd587f213642d63ebdMD58LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repository.pedagogica.edu.co/bitstream/20.500.12209/17925/6/license.txt8a4605be74aa9ea9d79846c1fba20a33MD56202203250219043-05 DIC 22 CARLOS CHAVEZ.pdf202203250219043-05 DIC 22 CARLOS CHAVEZ.pdfLICENCIA APROBADAapplication/pdf92356http://repository.pedagogica.edu.co/bitstream/20.500.12209/17925/7/202203250219043-05%20DIC%2022%20CARLOS%20CHAVEZ.pdf4c0c7981d5ae80579e160206fb035411MD57ORIGINALUsing Gamification as a Learning Strategy to Enhance Motivation.pdfUsing Gamification as a Learning Strategy to Enhance Motivation.pdfArtículo principalapplication/pdf1464193http://repository.pedagogica.edu.co/bitstream/20.500.12209/17925/4/Using%20Gamification%20as%20a%20Learning%20Strategy%20to%20Enhance%20Motivation.pdf4e2adc90da61ae55a09a4058cf78db92MD5420.500.12209/17925oai:repository.pedagogica.edu.co:20.500.12209/179252023-06-01 11:14:36.851Repositorio Institucional Universidad Pedagógica Nacionalrepositorio@pedagogica.edu.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