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...
- 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 |
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 |
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http://purl.org/coar/resource_type/c_7a1f |
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http://hdl.handle.net/20.500.12209/17925 |
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instname:Universidad Pedagógica Nacional |
dc.identifier.reponame.spa.fl_str_mv |
reponame: Repositorio Institucional UPN |
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repourl: http://repositorio.pedagogica.edu.co/ |
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http://hdl.handle.net/20.500.12209/17925 |
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 |
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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https://creativecommons.org/licenses/by-nc-nd/4.0/ |
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https://creativecommons.org/licenses/by-nc-nd/4.0/ http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International |
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openAccess |
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application/pdf |
dc.coverage.spatial.spa.fl_str_mv |
Bogotá, Colombia |
dc.coverage.temporal.spa.fl_str_mv |
Bogotá, Colombia 2022 |
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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 |
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Universidad Pedagógica Nacional |
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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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 |