Implementing literary videogames to promote EFL inference reading skills.

The use of English in Colombia has been increasing as part of the globalization process of the language, and the demands that are growing in several fields. The “Programa Nacional de Bilinguismo” discusses the importance of EFL in education, considered as a competitive advantage and thus, looking fo...

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Autores:
Castillo Ramírez, Julián Camilo
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2023
Institución:
Universidad Pedagógica Nacional
Repositorio:
Repositorio Institucional UPN
Idioma:
eng
OAI Identifier:
oai:repository.pedagogica.edu.co:20.500.12209/18554
Acceso en línea:
http://hdl.handle.net/20.500.12209/18554
Palabra clave:
Aprendizaje basado en videojuegos
Habilidades de lectura inferencial
Inglés como lengua extranjera
Videojuegos literarios
EFL
Game-based learning
Inference reading skills
Literary videogames
Rights
openAccess
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
id RPEDAGO2_8d56a9f6d2646621ccdb810a23dfd218
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network_acronym_str RPEDAGO2
network_name_str Repositorio Institucional UPN
repository_id_str
dc.title.eng.fl_str_mv Implementing literary videogames to promote EFL inference reading skills.
title Implementing literary videogames to promote EFL inference reading skills.
spellingShingle Implementing literary videogames to promote EFL inference reading skills.
Aprendizaje basado en videojuegos
Habilidades de lectura inferencial
Inglés como lengua extranjera
Videojuegos literarios
EFL
Game-based learning
Inference reading skills
Literary videogames
title_short Implementing literary videogames to promote EFL inference reading skills.
title_full Implementing literary videogames to promote EFL inference reading skills.
title_fullStr Implementing literary videogames to promote EFL inference reading skills.
title_full_unstemmed Implementing literary videogames to promote EFL inference reading skills.
title_sort Implementing literary videogames to promote EFL inference reading skills.
dc.creator.fl_str_mv Castillo Ramírez, Julián Camilo
dc.contributor.advisor.none.fl_str_mv Montaño Moreno, Johanna
dc.contributor.author.none.fl_str_mv Castillo Ramírez, Julián Camilo
dc.subject.spa.fl_str_mv Aprendizaje basado en videojuegos
Habilidades de lectura inferencial
Inglés como lengua extranjera
Videojuegos literarios
topic Aprendizaje basado en videojuegos
Habilidades de lectura inferencial
Inglés como lengua extranjera
Videojuegos literarios
EFL
Game-based learning
Inference reading skills
Literary videogames
dc.subject.keywords.eng.fl_str_mv EFL
Game-based learning
Inference reading skills
Literary videogames
description The use of English in Colombia has been increasing as part of the globalization process of the language, and the demands that are growing in several fields. The “Programa Nacional de Bilinguismo” discusses the importance of EFL in education, considered as a competitive advantage and thus, looking forward to students´ reaching a B1 level with the bachelor’s degree, which is significant because of the professional development that goes after, then English turns into an important language with the phenomena of globalization. However, some tests demonstrate a lack of proficiency in this language on a national level. Furthermore, in the post-pandemic situation, the use of technology clearly has had a leading role in education, giving possibilities not just for accessing information but also for communication and interaction. As a part of this realm and within the interest of young learners, the videogame is present, which was created originally as entertainment media but is also being employed in various fields, including education. This pedagogical innovation proposal aims to promote EFL inference reading skills in teenagers, using literary videogames, considered games that blend verbal and audiovisual art, featuring the interactive process within the narrative. Here these videogames work together with literature to help students in the reading processes with the narrative and interactivity that both have. For this purpose, the game-based learning strategy comprises gaming principles, as well as the design of activities to take advantage of the dynamism which can be linked to the reading process of literature in an EFL classroom.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2023-06-21T20:27:59Z
dc.date.available.none.fl_str_mv 2023-06-21T20:27:59Z
dc.date.issued.none.fl_str_mv 2023
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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dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/20.500.12209/18554
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/20.500.12209/18554
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 Bryan, J. S. (2013). The dynamics of the player narrative: how choice shapes videogame literature [Master's thesis, Georgia Institute of Technology]. Georgia Tech Theses and Dissertations. http://hdl.handle.net/1853/47657
Bogost, I. (2011). How to Do Things with Videogames. University of Minnesota Press.
Burn, A. (2022). Literature, Videogames and Learning. Routledge.
Castillo, J., Duran, B. & Mora, D. (2017). From Minecraft to the Learning of English and Technology [Graduate work]. Escuela Normal Superior Distrital María Montessori. https://drive.google.com/file/d/1ydAlCmNclUgGSdkPruBh__N7eJqVf7Ji/view?usp=share_link
Chee, Y. S. (2016). Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance. Springer.
Daniela, L. (2021). Smart Pedagogy of Game-based Learning. Springer Publishing. https://doi.org/10.1007/978-3-030-76986-4
Education First. (2014). EF set academic and technical development report. https://a.storyblok.com/f/79503/x/6c8302dc10/ef-set-academic-development-report.pdf
Ensslin, A. (2014). Literary Gaming. Amsterdam University Press.
Farber, M. (2018). Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games (New Literacies and Digital Epistemologies) (English Edition). Peter Lang Inc., International Academic Publishers.
Farber, M. (2017). Gamify Your Classroom: A Field Guide to Game-based Learning. New Literacies and Digital Epistemologies.
Galvis, H. A. (2011). Using video game-based instruction in an EFL program: understanding the power of video games in education. Colombian Applied Linguistics Journal, 13, 54–70. https://doi.org/10.14483/22487085.2931
Gardner, H. E. (2011). The Unschooled Mind: How Children Think and How Schools Should Teach (25th Anniversary ed.). Basic Books.
Gee, J. P. (2003). What Video Games Have to Teach Us about Learning and Literacy. Palgrave Macmillan.
Given, L. M. (2008). The Sage Encyclopedia of Qualitative Research Methods (1st ed.). Sage Publications.
Gonzalez, D., & Mesa, D. A. (2017). What are students’ responses when TV shows and videogames are presented by teachers in EFL classes? [Undergraduate thesis, Universidad Distrital Francisco Jose de Caldas]. Licenciatura en Educación Básica con Énfasis en Inglés. http://hdl.handle.net/11349/5496
Hodent, C. (2021). The Psychology of Video Games. Routledge.
Instituto Colombiano para la Evaluación de la Educación (Icfes). (2017). Prueba de inglés 2017 MARCO DE REFERENCIA SABER 11.° SABER TYT SABER PRO. ICFES Mejor Saber. https://www.icfes.gov.co/documents/39286/1252696/Marco+de+referencia+-+Prueba+de+ingles+Saber+11.pdf/4b304ad7-e2c3-c0d8-f028-261041be43d0?version=1.0&t=1647231201382
Instituto Colombiano para la Evaluación de la Educación (Icfes). (2021). Guía de orientación 2022–1 Prueba Saber 11. ICFES Mejor Saber. https://www.icfes.gov.co/documents/39286/1873886/Guia+de+orientacion+Saber+11+2022-1.pdf
Marin-Suelves, D., Esnaola-Horacek, G., & Donato, D. (2022). Videogames and Education: Analysing of Research Trends. Revista Colombiana de Educación, 1(84), 1–17. https://doi.org/10.17227/rce.num84-12125
McQuiggan, S., Kosturko, L., McQuiggan, J., & Sabourin, J. (2015). Mobile Learning: A Handbook for Developers, Educators, and Learners. John Wiley & Sons.
Medina, I. A. (2020). The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School [Undergraduate thesis, Universidad Pedagogica Nacional]. Licenciatura en Español e Inglés. http://repositorio.pedagogica.edu.co/handle/20.500.12209/11800?show=full
MEN. (2006). Guía No 22. Estándares Básicos de Competencias en Lenguas Extranjeras: inglés. https://santillanaplus.com.co/pdf/estandares-basicos-de-competencias.pdf.
Newman, J. A. (2004). Videogames. Routledge.
Nation, I. S. P. (2009). Teaching ESL/EFL Reading and Writing. Routledge.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50, 258–283. https://doi.org/10.1080/00461520.2015.1122533
Plass, J. L., Mayer, R. E., & Homer, B. D. (2020). Handbook of Game-Based Learning. Amsterdam University Press.
Pettyjohn, P., Gresalfi, M., & Solomou, M. (2012). Game-Based Curricula, Personal Engagement, and the Modern Prometheus Design Project. In S. Barab (Ed.), Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) (pp. 306–326). Cambridge University Press.
O’Sullivan, J. (2019). Towards a Digital Poetics. Palgrave Macmillan. 92 https://doi.org/10.1007/978-3-030-11310-0
Oakhill, J., Cain, K., & Elbro, C. (2014). Understanding and Teaching Reading Comprehension: A Handbook. Routledge.
OECD. (2016). Education in Colombia, Reviews of National Policies for Education. OECD Publishing. https://doi.org/10.1787/9789264250604-en.
Piedrahita, C. L., & Gomez, J. H. (2014). Innovaciones pedagógicas: nuevas existencias y otras maneras de abordar lo político en la escuela. Universidad Distrital Francisco José de Caldas.
Restrepo, S. M., Arroyave, L. M., & Arboleda, W. (2019). El rendimiento escolar y el uso de videojuegos en estudiantes de básica secundaria del municipio de La Estrella- Antioquia. Revista Educación, 43, 1–19. https://doi.org/10.15517/revedu.v43i2.30564
Robinson, K., & Aronica, L. (2015). Creative Schools: The Grassroots Revolution That’s Transforming Education. Penguin Books.
Rosenfeld, E. (Ed.). (2012). Participatory Media Spaces: A Design Perspective on Learning with Media and Technology in the Twenty-First Century. In Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) (pp. 244–268). Cambridge University Press.
Siegel, D. (2014). Brainstorm: the power and purpose of the teenage brain (UK edition). Scribe.
Spierling, U. (2006). Learning with Digital Agents-integration of Simulations, Games, and Storytelling. In Digital Game Based Learning (pp. 115–147). Universitätsverlag Karlsruhe.
Squire, Kurt. (2013). Video Game-Based Learning: An Emerging Paradigm for Instruction. Performance Improvement Quarterly. 21. 7 - 36. 10.1002/piq.20020.
Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented Reality Game-Based 93 Learning: Enriching Students’ Experience During Reading Comprehension Activities. Journal of Educational Computing Research, 55(7), 901-936.
Turley, A. C. (2018). Reading the Game: Exploring Narratives in Video Games as Literary Texts. Indiana University. https://hdl.handle.net/1805/18520
Umpierrez, S. (2016). El itinerario de la innovación pedagógica [Doctoral thesis]. Universidad Ort Uruguay.
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spelling Montaño Moreno, JohannaCastillo Ramírez, Julián Camilo2023-06-21T20:27:59Z2023-06-21T20:27:59Z2023http://hdl.handle.net/20.500.12209/18554instname:Universidad Pedagógica Nacionalreponame: Repositorio Institucional UPNrepourl: http://repositorio.pedagogica.edu.co/The use of English in Colombia has been increasing as part of the globalization process of the language, and the demands that are growing in several fields. The “Programa Nacional de Bilinguismo” discusses the importance of EFL in education, considered as a competitive advantage and thus, looking forward to students´ reaching a B1 level with the bachelor’s degree, which is significant because of the professional development that goes after, then English turns into an important language with the phenomena of globalization. However, some tests demonstrate a lack of proficiency in this language on a national level. Furthermore, in the post-pandemic situation, the use of technology clearly has had a leading role in education, giving possibilities not just for accessing information but also for communication and interaction. As a part of this realm and within the interest of young learners, the videogame is present, which was created originally as entertainment media but is also being employed in various fields, including education. This pedagogical innovation proposal aims to promote EFL inference reading skills in teenagers, using literary videogames, considered games that blend verbal and audiovisual art, featuring the interactive process within the narrative. Here these videogames work together with literature to help students in the reading processes with the narrative and interactivity that both have. For this purpose, the game-based learning strategy comprises gaming principles, as well as the design of activities to take advantage of the dynamism which can be linked to the reading process of literature in an EFL classroom.Submitted by Julián Camilo Castillo Ramírez (jccastillor@upn.edu.co) on 2023-06-06T15:26:06Z No. of bitstreams: 2 Implementing Literary Videogames to Promote EFL Inference Reading Skills.pdf: 2406943 bytes, checksum: f9b17046bf57dd76c73f3e208a694392 (MD5) Licencia de uso.pdf: 1343259 bytes, checksum: 066baf0b569d95233eee03284b4edd6d (MD5)Approved for entry into archive by Biblioteca UPN (repositoriobiblioteca@pedagogica.edu.co) on 2023-06-07T01:49:50Z (GMT) No. of bitstreams: 2 Implementing Literary Videogames to Promote EFL Inference Reading Skills.pdf: 2406943 bytes, checksum: f9b17046bf57dd76c73f3e208a694392 (MD5) Licencia de uso.pdf: 1343259 bytes, checksum: 066baf0b569d95233eee03284b4edd6d (MD5)Approved for entry into archive by Elsy Carolina Martínez (ecmartinezb@pedagogica.edu.co) on 2023-06-21T20:27:59Z (GMT) No. of bitstreams: 2 Implementing Literary Videogames to Promote EFL Inference Reading Skills.pdf: 2406943 bytes, checksum: f9b17046bf57dd76c73f3e208a694392 (MD5) Licencia de uso.pdf: 1343259 bytes, checksum: 066baf0b569d95233eee03284b4edd6d (MD5)Made available in DSpace on 2023-06-21T20:27:59Z (GMT). No. of bitstreams: 2 Implementing Literary Videogames to Promote EFL Inference Reading Skills.pdf: 2406943 bytes, checksum: f9b17046bf57dd76c73f3e208a694392 (MD5) Licencia de uso.pdf: 1343259 bytes, checksum: 066baf0b569d95233eee03284b4edd6d (MD5) Previous issue date: 2023Licenciado en Español y Lenguas ExtranjerasPregradoapplication/pdfengUniversidad Pedagógica NacionalLicenciatura en Español y Lenguas ExtranjerasFacultad 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 InternationalAprendizaje basado en videojuegosHabilidades de lectura inferencialInglés como lengua extranjeraVideojuegos literariosEFLGame-based learningInference reading skillsLiterary videogamesImplementing literary videogames to promote EFL inference reading skills.Tesis/Trabajo de grado - Monografía - Pregradohttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesisBryan, J. S. (2013). The dynamics of the player narrative: how choice shapes videogame literature [Master's thesis, Georgia Institute of Technology]. Georgia Tech Theses and Dissertations. http://hdl.handle.net/1853/47657Bogost, I. (2011). How to Do Things with Videogames. University of Minnesota Press.Burn, A. (2022). Literature, Videogames and Learning. Routledge.Castillo, J., Duran, B. & Mora, D. (2017). From Minecraft to the Learning of English and Technology [Graduate work]. Escuela Normal Superior Distrital María Montessori. https://drive.google.com/file/d/1ydAlCmNclUgGSdkPruBh__N7eJqVf7Ji/view?usp=share_linkChee, Y. S. (2016). Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance. Springer.Daniela, L. (2021). Smart Pedagogy of Game-based Learning. Springer Publishing. https://doi.org/10.1007/978-3-030-76986-4Education First. (2014). EF set academic and technical development report. https://a.storyblok.com/f/79503/x/6c8302dc10/ef-set-academic-development-report.pdfEnsslin, A. (2014). Literary Gaming. Amsterdam University Press.Farber, M. (2018). Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games (New Literacies and Digital Epistemologies) (English Edition). Peter Lang Inc., International Academic Publishers.Farber, M. (2017). Gamify Your Classroom: A Field Guide to Game-based Learning. New Literacies and Digital Epistemologies.Galvis, H. A. (2011). Using video game-based instruction in an EFL program: understanding the power of video games in education. Colombian Applied Linguistics Journal, 13, 54–70. https://doi.org/10.14483/22487085.2931Gardner, H. E. (2011). The Unschooled Mind: How Children Think and How Schools Should Teach (25th Anniversary ed.). Basic Books.Gee, J. P. (2003). What Video Games Have to Teach Us about Learning and Literacy. Palgrave Macmillan.Given, L. M. (2008). The Sage Encyclopedia of Qualitative Research Methods (1st ed.). Sage Publications.Gonzalez, D., & Mesa, D. A. (2017). What are students’ responses when TV shows and videogames are presented by teachers in EFL classes? [Undergraduate thesis, Universidad Distrital Francisco Jose de Caldas]. Licenciatura en Educación Básica con Énfasis en Inglés. http://hdl.handle.net/11349/5496Hodent, C. (2021). The Psychology of Video Games. Routledge.Instituto Colombiano para la Evaluación de la Educación (Icfes). (2017). Prueba de inglés 2017 MARCO DE REFERENCIA SABER 11.° SABER TYT SABER PRO. ICFES Mejor Saber. https://www.icfes.gov.co/documents/39286/1252696/Marco+de+referencia+-+Prueba+de+ingles+Saber+11.pdf/4b304ad7-e2c3-c0d8-f028-261041be43d0?version=1.0&t=1647231201382Instituto Colombiano para la Evaluación de la Educación (Icfes). (2021). Guía de orientación 2022–1 Prueba Saber 11. ICFES Mejor Saber. https://www.icfes.gov.co/documents/39286/1873886/Guia+de+orientacion+Saber+11+2022-1.pdfMarin-Suelves, D., Esnaola-Horacek, G., & Donato, D. (2022). Videogames and Education: Analysing of Research Trends. Revista Colombiana de Educación, 1(84), 1–17. https://doi.org/10.17227/rce.num84-12125McQuiggan, S., Kosturko, L., McQuiggan, J., & Sabourin, J. (2015). Mobile Learning: A Handbook for Developers, Educators, and Learners. John Wiley & Sons.Medina, I. A. (2020). The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School [Undergraduate thesis, Universidad Pedagogica Nacional]. Licenciatura en Español e Inglés. http://repositorio.pedagogica.edu.co/handle/20.500.12209/11800?show=fullMEN. (2006). Guía No 22. Estándares Básicos de Competencias en Lenguas Extranjeras: inglés. https://santillanaplus.com.co/pdf/estandares-basicos-de-competencias.pdf.Newman, J. A. (2004). Videogames. Routledge.Nation, I. S. P. (2009). Teaching ESL/EFL Reading and Writing. Routledge.Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50, 258–283. https://doi.org/10.1080/00461520.2015.1122533Plass, J. L., Mayer, R. E., & Homer, B. D. (2020). Handbook of Game-Based Learning. Amsterdam University Press.Pettyjohn, P., Gresalfi, M., & Solomou, M. (2012). Game-Based Curricula, Personal Engagement, and the Modern Prometheus Design Project. In S. Barab (Ed.), Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) (pp. 306–326). Cambridge University Press.O’Sullivan, J. (2019). Towards a Digital Poetics. Palgrave Macmillan. 92 https://doi.org/10.1007/978-3-030-11310-0Oakhill, J., Cain, K., & Elbro, C. (2014). Understanding and Teaching Reading Comprehension: A Handbook. Routledge.OECD. (2016). Education in Colombia, Reviews of National Policies for Education. OECD Publishing. https://doi.org/10.1787/9789264250604-en.Piedrahita, C. L., & Gomez, J. H. (2014). Innovaciones pedagógicas: nuevas existencias y otras maneras de abordar lo político en la escuela. Universidad Distrital Francisco José de Caldas.Restrepo, S. M., Arroyave, L. M., & Arboleda, W. (2019). El rendimiento escolar y el uso de videojuegos en estudiantes de básica secundaria del municipio de La Estrella- Antioquia. Revista Educación, 43, 1–19. https://doi.org/10.15517/revedu.v43i2.30564Robinson, K., & Aronica, L. (2015). Creative Schools: The Grassroots Revolution That’s Transforming Education. Penguin Books.Rosenfeld, E. (Ed.). (2012). Participatory Media Spaces: A Design Perspective on Learning with Media and Technology in the Twenty-First Century. In Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) (pp. 244–268). Cambridge University Press.Siegel, D. (2014). Brainstorm: the power and purpose of the teenage brain (UK edition). Scribe.Spierling, U. (2006). Learning with Digital Agents-integration of Simulations, Games, and Storytelling. In Digital Game Based Learning (pp. 115–147). Universitätsverlag Karlsruhe.Squire, Kurt. (2013). Video Game-Based Learning: An Emerging Paradigm for Instruction. Performance Improvement Quarterly. 21. 7 - 36. 10.1002/piq.20020.Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented Reality Game-Based 93 Learning: Enriching Students’ Experience During Reading Comprehension Activities. Journal of Educational Computing Research, 55(7), 901-936.Turley, A. C. (2018). Reading the Game: Exploring Narratives in Video Games as Literary Texts. Indiana University. https://hdl.handle.net/1805/18520Umpierrez, S. (2016). El itinerario de la innovación pedagógica [Doctoral thesis]. 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