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.
El presente trabajo de grado describe una propuesta de investigación acción, la cual estudia la influencia de los videojuegos educativos como herramienta y estrategia principal en el aprendizaje del inglés, teniendo en cuenta el desarrollo de las habilidades de lectura en un nivel básico. La investi...
- Autores:
-
Medina Bolívar, Iván Andrés
- Tipo de recurso:
- Trabajo de grado de pregrado
- Fecha de publicación:
- 2019
- Institución:
- Universidad Pedagógica Nacional
- Repositorio:
- Repositorio Institucional UPN
- Idioma:
- spa
- OAI Identifier:
- oai:repository.pedagogica.edu.co:20.500.12209/11800
- Acceso en línea:
- http://hdl.handle.net/20.500.12209/11800
- Palabra clave:
- Educational video games
Silent extensive reading
General text comprehension
Cooperative learning
Motivation and engagement
- Rights
- License
- https://creativecommons.org/licenses/by-nc-nd/4.0/
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dc.title.eng.fl_str_mv |
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. |
title |
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. |
spellingShingle |
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. Educational video games Silent extensive reading General text comprehension Cooperative learning Motivation and engagement |
title_short |
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. |
title_full |
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. |
title_fullStr |
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. |
title_full_unstemmed |
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. |
title_sort |
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. |
dc.creator.fl_str_mv |
Medina Bolívar, Iván Andrés |
dc.contributor.advisor.spa.fl_str_mv |
Martínez Cifuentes, Diana |
dc.contributor.author.spa.fl_str_mv |
Medina Bolívar, Iván Andrés |
dc.subject.eng.fl_str_mv |
Educational video games Silent extensive reading General text comprehension Cooperative learning Motivation and engagement |
topic |
Educational video games Silent extensive reading General text comprehension Cooperative learning Motivation and engagement |
description |
El presente trabajo de grado describe una propuesta de investigación acción, la cual estudia la influencia de los videojuegos educativos como herramienta y estrategia principal en el aprendizaje del inglés, teniendo en cuenta el desarrollo de las habilidades de lectura en un nivel básico. La investigación se realizó con estudiantes de grado octavo del colegio Cedid Guillermo Cano Isaza. Adicionalmente, este documento ofrece una descripción clara de la estrategia pedagógica que se utilizó para el desarrollo de esta propuesta. Esta investigación surgió como resultado de una observación realizada a un grupo de estudiantes, la cual mostró que su competencia lectora en el idioma inglés era bastante limitada. Dentro de las dificultades que los estudiantes presentaron fue posible encontrar que no comprendían textos y conversaciones básicas escritas en inglés, lo cual les hacía difícil interpretar, comprender y comunicar acertadamente sus ideas a través de esta lengua extranjera. Finalmente, los resultados de este estudio buscan contribuir al campo de la enseñanza de la lengua extranjera, así como a los estudiantes y la comunidad educativa en general. |
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2019 |
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2019 |
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2020-04-24T14:23:01Z |
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2020-04-24T14:23:01Z |
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info:eu-repo/semantics/bachelorThesis |
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Anderson AF, Green CS, Bavelier D. (2012). Capturing shifts in cognitive strategies and speed-accuracy tradeoffs in action video game players Baierschmidt, J. (2012). Learning English through Video Gaming. http://id.nii.ac.jp/1092/00000912/. Baierschmidt, J. (2012). Learning English through video gaming Baniqued, P (2013). Cognitive training with casual video games: points to consider Best, J. W., & Kahn, J. V. (1989). Research in education (6th Edition). Englewoods Cliffs, N.J.: Prentice-Hall Burns, R. (2000). Quantitative approaches to research. Bromley, D. B. (1990). The case-study method in psychology and related- disciplines. Chichester: John Wiley & Sons Brown, D. (1989). A world of books. Washington, D.C.: Teachers of English to Speakers of Other Languages Brown, S.C., Richard a. Stevens, J., Troiano, P.F., and Schneider, M.K. (2002). Exploring complex phenomenon: grounded theory in student affairs research. Journal of College Student Development, 43, 2, 1 - 11. Castillo, L. (2015). Aprendizaje de vocabulario en inglés mediante la experiencia prolongada de juego: The Sims 4. Pontificia Universidad Javeriana Chris, A., & Lindsay, E. (2015). A brief review of effective teaching practices that maximize student engagement, Preventing School Failure. Alternative Education for Children and Youth Corbin, J., & Strauss, A. (2008). Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory (3rd Ed.). Thousand Oaks, CA: Sage. Denzin, N and Lincoln, Y. (1994). Handbook of Qualitative Research, Thousand Oaks (Calif), Sage Denzin, N., & Lincoln, Y. (1994). Introduction: entering the field of qualitative research. Handbook of qualitative research. Thousand Oaks, California: Sage Publications Ltd Deubel, P (2011). Game on! Transforming education through technology Egenfeldt-Nielsen, S., Smith, J. & Tosca, S. (2008). Understanding Video Games: The Essential Introduction. Nueva York y Londres: Routledge Flick, U (1998). An introduction to qualitative research. London, Sage Fredricks, A., Blumenfeld, P., & Paris, A. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74, 59-109 Galvis, H. A. (2011a). Transforming traditional communicative language instruction into computer-technology based instruction: Experiences, challenges and considerations. Folios, 34, 93-102 Galvis, H. A. (2011b). Using video game-based instruction in an EFL program: Understanding the power of video games in education. Colombian Applied Linguistics Journal, 13(1), 54-70. Gary, J.o. (1975). Delayed listening practice in initial stages of second language learning. New York: Academic Press. Garris, Rosemary, Ahlers, Robert & Driskell, James E. (2002). Games, motivation, and learning: A research and practice model. Journal: Simulation & Gaming. Volume: 33. Glaser, B. & Strauss, A. (1967). The discovery of grounded theory. Chicago: Aldine Press. Gee, J.P. (2003). What video games have to teach us about learning and literacy? New York, NY: Palgrave Macmillan Gee, J. P. (2007). Good video games, good learning: Collected essays on video games, learning, and literacy. New York, NY: P. Lang. Gentile, D. (2011). The Multiple Dimensions of Video Game Effects – Wiley Online Library. Gerlach, J. M. (1994). Is this collaboration? In Bosworth, K. & Hamilton, S. J. (Eds.), Collaborative Learning: Underlying Processes and Effective Techniques, New Directions for Teaching and Learning, No. 59. (pp.5-14). San Francisco; USA, Jossey-Bass Publishing. Groves, Robert M.; Fowler, Floyd J.; Couper, Mick P.; Lepkowski, James M.; Singer, Eleanor & Tourangeau, Roger (2004). Survey methodology. Hoboken, NJ: John Wiley & Sons Honey & Hilton. (2011). Learning Science through Computer Games and Simulations Johnson, D., & Johnson, R. (2002). Learning together and alone: Overview and meta-analysis. Asia Pacific Journal of Education, 22, 95-105. Jenni, R.W. & Mauriel, J. (2004). Cooperation and collaboration: Reality or rhetoric? International Journal of Leadership in Education. 7(2 ), pp. 181–95 Kalyuga, S., & Plass, J. L. (2009). Evaluating and managing cognitive load in games. Handbook of research on effective electronic gaming in education. Hershey, PA: Information Science Reference Lepper, M., Corpus, J., & Iyengar, S. (2005). Intrinsic and extrinsic motivational orientations in the classroom: Age differ-ences and academic correlates. Journal of Educational Psychology, 97, 184-196. Doi: 10.1037/0022-0663.97.2.184 Long, Michael & Richards, J. (1987). Methodology in TESOL, Boston: Heinle & Heinle Publishers Manual de convivencia I.E.D Guillermo cano Isaza, 2016 Mayer, R. E. (2014). Computer games for learning. An evidence-based approach. Cambridge, MA: MIT Press Merriam, S. B. (2009). Qualitative research: A guide to design and implementation. San Francisco, CA: John Wiley & Sons McNiff, J. (2002). Action research: principles and practice. London: Routledge Norum, E. (2008). Qualitative research methods. Editorial Board General Editor Lisa M. Given University of Alberta Nunan, D. (2003). Practical English language teaching. New York: McGraw Hill Parra, J., y Borda, M. (2009). Lenguajes y Lecturas en “Fable: The Lost Chapters” ¿Qué nos pasa cuando video jugamos? Bogotá, Colombia Pascual, J. (2013). El uso de videojuegos como herramienta didáctica. Universidad De La Rioja Perkins D N, Salomon G 1988. Teaching for transfer. Educational Leadership 46 (1): 22-32 Phillips, D. K. and Carr, K. (2010). Becoming a researcher teacher through action research: Process, context and self-study, Routledge: NY Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1, 21. http://dx.doi.org/10.1145/950566.950596 Robert K. (2002). Yin's Case Study Research Design and Methods Rosas, R. Nussbaum, M. Cumsille, P. Marianov, V. Correa, M. Flores, P. Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94. Rosenberg, M. J. (1969). Artifacts in behavioral research (p.279-349). New York: Academic Press Russell, V. J., Ainley, M., & Frydenberg, E. (2005). Student motivation and engagement. Schooling Issues Digest. Australian Government, Department of Education, Science and Training Salomon G, Perkins D. N. (1987). Transfer of cognitive skills from programming: When and how? Journal of Educational Computing Research 3: 149-169. Smith, B., & MacGregor, J. (2013). What is collaborative learning? Collaborative Learning: A Sourcebook for Higher Education. Pennsylvania State University; USA, National center on postsecondary teaching, learning, and assessment publishing Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Technology, education—Connections (The TEC series). Strauss, A. and Corbin, L. (1990). Basics of grounded theory methods. Beverly Hills, CA. Sage Sussman, R. (2009). Structural and semantic constraints on the resolution of pronouns and reflexives Tudor, I. (2001). The dynamics of the language classroom. Cambridge: Cambridge, UK University Press Trybus, Jessica. (2015). “Game-Based Learning: What it is, why it Works, and where it’s going.” New Media Institute Vahdat, S., & Behbahani, A. (2013). The effect of video games on Iranian EFL learners' vocabulary learning. Reading Matrix: An International Online Journal, 13(1), 61-71. Retrieved from http://www.readingmatrix.com/ Virvou, M. Katsionis, G. (2008). Combining software games with education: evaluation of its educational effectiveness. Educational Technology & Society, 8 (2), 54-65. Retrieved from http://www.ifets.info/journals/8_2/5.pdf Watts, H. (1985). When teachers are researchers, teaching improves. Journal of Staff Development, 6 (2), 118-127 |
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Martínez Cifuentes, DianaMedina Bolívar, Iván Andrés2020-04-24T14:23:01Z2020-04-24T14:23:01Z2019TE-23902http://hdl.handle.net/20.500.12209/11800instname:Universidad Pedagógica Nacionalinstname:Universidad Pedagógica Nacionalreponame: Repositorio Institucional UPNrepourl: http://repositorio.pedagogica.edu.co/El presente trabajo de grado describe una propuesta de investigación acción, la cual estudia la influencia de los videojuegos educativos como herramienta y estrategia principal en el aprendizaje del inglés, teniendo en cuenta el desarrollo de las habilidades de lectura en un nivel básico. La investigación se realizó con estudiantes de grado octavo del colegio Cedid Guillermo Cano Isaza. Adicionalmente, este documento ofrece una descripción clara de la estrategia pedagógica que se utilizó para el desarrollo de esta propuesta. Esta investigación surgió como resultado de una observación realizada a un grupo de estudiantes, la cual mostró que su competencia lectora en el idioma inglés era bastante limitada. Dentro de las dificultades que los estudiantes presentaron fue posible encontrar que no comprendían textos y conversaciones básicas escritas en inglés, lo cual les hacía difícil interpretar, comprender y comunicar acertadamente sus ideas a través de esta lengua extranjera. Finalmente, los resultados de este estudio buscan contribuir al campo de la enseñanza de la lengua extranjera, así como a los estudiantes y la comunidad educativa en general.Submitted by Melissa Cuastuza (mcuastuza@pedagogica.edu.co) on 2020-04-24T14:21:35Z No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Approved for entry into archive by Biblioteca UPN (repositoriobiblioteca@pedagogica.edu.co) on 2020-04-24T14:22:17Z (GMT) No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Approved for entry into archive by Melissa Cuastuza (mcuastuza@pedagogica.edu.co) on 2020-04-24T14:23:01Z (GMT) No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Made available in DSpace on 2020-04-24T14:23:01Z (GMT). No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Licenciado en Español e InglésTesis de pregradoPDFapplication/pdfspaUniversidad Pedagógica NacionalLicenciatura en Español e InglésFacultad de Humanidadeshttps://creativecommons.org/licenses/by-nc-nd/4.0/Acceso abiertoAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://purl.org/coar/access_right/c_abf2reponame:Repositorio Institucional de la Universidad Pedagógica Nacionalinstname:Universidad Pedagógica NacionalEducational video gamesSilent extensive readingGeneral text comprehensionCooperative learningMotivation and engagementThe 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.info:eu-repo/semantics/bachelorThesisTesis/Trabajo de grado - Monografía – Pregradohttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/acceptedVersionAnderson AF, Green CS, Bavelier D. (2012). Capturing shifts in cognitive strategies and speed-accuracy tradeoffs in action video game playersBaierschmidt, J. (2012). Learning English through Video Gaming. http://id.nii.ac.jp/1092/00000912/.Baierschmidt, J. (2012). Learning English through video gamingBaniqued, P (2013). Cognitive training with casual video games: points to considerBest, J. W., & Kahn, J. V. (1989). Research in education (6th Edition). Englewoods Cliffs, N.J.: Prentice-HallBurns, R. (2000). Quantitative approaches to research.Bromley, D. B. (1990). The case-study method in psychology and related- disciplines. Chichester: John Wiley & SonsBrown, D. (1989). A world of books. Washington, D.C.: Teachers of English to Speakers of Other LanguagesBrown, S.C., Richard a. Stevens, J., Troiano, P.F., and Schneider, M.K. (2002). Exploring complex phenomenon: grounded theory in student affairs research. Journal of College Student Development, 43, 2, 1 - 11.Castillo, L. (2015). Aprendizaje de vocabulario en inglés mediante la experiencia prolongada de juego: The Sims 4. Pontificia Universidad JaverianaChris, A., & Lindsay, E. (2015). A brief review of effective teaching practices that maximize student engagement, Preventing School Failure. Alternative Education for Children and YouthCorbin, J., & Strauss, A. (2008). Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory (3rd Ed.). Thousand Oaks, CA: Sage.Denzin, N and Lincoln, Y. (1994). Handbook of Qualitative Research, Thousand Oaks (Calif), SageDenzin, N., & Lincoln, Y. (1994). Introduction: entering the field of qualitative research. Handbook of qualitative research. Thousand Oaks, California: Sage Publications LtdDeubel, P (2011). Game on! Transforming education through technologyEgenfeldt-Nielsen, S., Smith, J. & Tosca, S. (2008). Understanding Video Games: The Essential Introduction. Nueva York y Londres: RoutledgeFlick, U (1998). An introduction to qualitative research. London, SageFredricks, A., Blumenfeld, P., & Paris, A. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74, 59-109Galvis, H. A. (2011a). Transforming traditional communicative language instruction into computer-technology based instruction: Experiences, challenges and considerations. Folios, 34, 93-102Galvis, H. A. (2011b). Using video game-based instruction in an EFL program: Understanding the power of video games in education. Colombian Applied Linguistics Journal, 13(1), 54-70.Gary, J.o. (1975). Delayed listening practice in initial stages of second language learning. New York: Academic Press.Garris, Rosemary, Ahlers, Robert & Driskell, James E. (2002). Games, motivation, and learning: A research and practice model. Journal: Simulation & Gaming. Volume: 33.Glaser, B. & Strauss, A. (1967). The discovery of grounded theory. Chicago: Aldine Press.Gee, J.P. (2003). What video games have to teach us about learning and literacy? New York, NY: Palgrave MacmillanGee, J. P. (2007). Good video games, good learning: Collected essays on video games, learning, and literacy. New York, NY: P. Lang.Gentile, D. (2011). The Multiple Dimensions of Video Game Effects – Wiley Online Library.Gerlach, J. M. (1994). Is this collaboration? In Bosworth, K. & Hamilton, S. J. (Eds.), Collaborative Learning: Underlying Processes and Effective Techniques, New Directions for Teaching and Learning, No. 59. (pp.5-14). San Francisco; USA, Jossey-Bass Publishing.Groves, Robert M.; Fowler, Floyd J.; Couper, Mick P.; Lepkowski, James M.; Singer, Eleanor & Tourangeau, Roger (2004). Survey methodology. Hoboken, NJ: John Wiley & SonsHoney & Hilton. (2011). Learning Science through Computer Games and SimulationsJohnson, D., & Johnson, R. (2002). Learning together and alone: Overview and meta-analysis. Asia Pacific Journal of Education, 22, 95-105.Jenni, R.W. & Mauriel, J. (2004). Cooperation and collaboration: Reality or rhetoric? International Journal of Leadership in Education. 7(2 ), pp. 181–95Kalyuga, S., & Plass, J. L. (2009). Evaluating and managing cognitive load in games. Handbook of research on effective electronic gaming in education. Hershey, PA: Information Science ReferenceLepper, M., Corpus, J., & Iyengar, S. (2005). Intrinsic and extrinsic motivational orientations in the classroom: Age differ-ences and academic correlates. Journal of Educational Psychology, 97, 184-196. Doi: 10.1037/0022-0663.97.2.184Long, Michael & Richards, J. (1987). Methodology in TESOL, Boston: Heinle & Heinle PublishersManual de convivencia I.E.D Guillermo cano Isaza, 2016Mayer, R. E. (2014). Computer games for learning. An evidence-based approach. Cambridge, MA: MIT PressMerriam, S. B. (2009). Qualitative research: A guide to design and implementation. San Francisco, CA: John Wiley & SonsMcNiff, J. (2002). Action research: principles and practice. London: RoutledgeNorum, E. (2008). Qualitative research methods. Editorial Board General Editor Lisa M. Given University of AlbertaNunan, D. (2003). Practical English language teaching. New York: McGraw HillParra, J., y Borda, M. (2009). Lenguajes y Lecturas en “Fable: The Lost Chapters” ¿Qué nos pasa cuando video jugamos? Bogotá, ColombiaPascual, J. (2013). El uso de videojuegos como herramienta didáctica. Universidad De La RiojaPerkins D N, Salomon G 1988. Teaching for transfer. Educational Leadership 46 (1): 22-32Phillips, D. K. and Carr, K. (2010). Becoming a researcher teacher through action research: Process, context and self-study, Routledge: NYPrensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1, 21. http://dx.doi.org/10.1145/950566.950596Robert K. (2002). Yin's Case Study Research Design and MethodsRosas, R. Nussbaum, M. Cumsille, P. Marianov, V. Correa, M. Flores, P. Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.Rosenberg, M. J. (1969). Artifacts in behavioral research (p.279-349). New York: Academic PressRussell, V. J., Ainley, M., & Frydenberg, E. (2005). Student motivation and engagement. Schooling Issues Digest. Australian Government, Department of Education, Science and TrainingSalomon G, Perkins D. N. (1987). Transfer of cognitive skills from programming: When and how? Journal of Educational Computing Research 3: 149-169.Smith, B., & MacGregor, J. (2013). What is collaborative learning? Collaborative Learning: A Sourcebook for Higher Education. Pennsylvania State University; USA, National center on postsecondary teaching, learning, and assessment publishingSquire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Technology, education—Connections (The TEC series).Strauss, A. and Corbin, L. (1990). Basics of grounded theory methods. Beverly Hills, CA. SageSussman, R. (2009). Structural and semantic constraints on the resolution of pronouns and reflexivesTudor, I. (2001). The dynamics of the language classroom. Cambridge: Cambridge, UK University PressTrybus, Jessica. (2015). “Game-Based Learning: What it is, why it Works, and where it’s going.” New Media InstituteVahdat, S., & Behbahani, A. (2013). The effect of video games on Iranian EFL learners' vocabulary learning. Reading Matrix: An International Online Journal, 13(1), 61-71. Retrieved from http://www.readingmatrix.com/Virvou, M. Katsionis, G. (2008). Combining software games with education: evaluation of its educational effectiveness. Educational Technology & Society, 8 (2), 54-65. Retrieved from http://www.ifets.info/journals/8_2/5.pdfWatts, H. (1985). When teachers are researchers, teaching improves. 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