Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.

Licenciado en Español y Lenguas Extranjeras

Autores:
Riaño Dueñas, Wilmer Sneyder
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2020
Institución:
Universidad Pedagógica Nacional
Repositorio:
Repositorio Institucional UPN
Idioma:
eng
OAI Identifier:
oai:repository.pedagogica.edu.co:20.500.12209/12678
Acceso en línea:
http://hdl.handle.net/20.500.12209/12678
Palabra clave:
Compañerismo
Gamificación
Habilidades del siglo XXI
Habilidades blandas
Aprendizaje basado en tareas
Fellowship
Gamification
21st century skills
Soft skills
Task - Based learning
Rights
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
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network_name_str Repositorio Institucional UPN
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dc.title.spa.fl_str_mv Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
title Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
spellingShingle Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
Compañerismo
Gamificación
Habilidades del siglo XXI
Habilidades blandas
Aprendizaje basado en tareas
Fellowship
Gamification
21st century skills
Soft skills
Task - Based learning
title_short Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
title_full Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
title_fullStr Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
title_full_unstemmed Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
title_sort Treating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.
dc.creator.fl_str_mv Riaño Dueñas, Wilmer Sneyder
dc.contributor.advisor.spa.fl_str_mv Martínez Cifuentes, Diana
dc.contributor.author.spa.fl_str_mv Riaño Dueñas, Wilmer Sneyder
dc.subject.spa.fl_str_mv Compañerismo
Gamificación
Habilidades del siglo XXI
Habilidades blandas
Aprendizaje basado en tareas
topic Compañerismo
Gamificación
Habilidades del siglo XXI
Habilidades blandas
Aprendizaje basado en tareas
Fellowship
Gamification
21st century skills
Soft skills
Task - Based learning
dc.subject.keywords.eng.fl_str_mv Fellowship
Gamification
21st century skills
Soft skills
Task - Based learning
description Licenciado en Español y Lenguas Extranjeras
publishDate 2020
dc.date.accessioned.none.fl_str_mv 2020-12-18T03:35:58Z
dc.date.available.none.fl_str_mv 2020-12-18T03:35:58Z
dc.date.issued.none.fl_str_mv 2020
dc.type.spa.fl_str_mv info:eu-repo/semantics/bachelorThesis
dc.type.local.spa.fl_str_mv Tesis/Trabajo de grado - Monografía – Pregrado
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dc.type.driver.eng.fl_str_mv info:eu-repo/semantics/bachelorThesis
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instname:Universidad Pedagógica Nacional
dc.identifier.reponame.spa.fl_str_mv reponame: Repositorio Institucional UPN
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dc.language.iso.spa.fl_str_mv eng
language eng
dc.relation.references.spa.fl_str_mv Abardía, Rocio. B. (2020). Qué es el compañerismo y cómo fomentarlo: 10 claves. Lugar de publicación: Lider.com. Recuperdado de https://www.lifeder.com/companerismo/
Alcadía Mayor de Bogotá, 2018. Monografias, Suba. Bogotá, pp.19, 28, 37, 44, 149.Veraniego, P., 2020. Estructura Del PEI. Bogotá.
Ardila-Muñoz, J. (2019). Supuestos teóricos para la gamificación de la educación superior. Magis, Revista Internacional De Investigación En Educación, 12(24), 71-84. https://doi.org/10.11144/Javeriana.m12-24.stge
Barriel, A. and Beckles, N., 2001. The Ethical-Moral Values InThe Practical Classes Of The English Language. Cuba: Instituto Superior de Ciencias Médicas.
Birminghan University, 2009. Research And Commercial Services. [online] Birmingham.ac.uk. Available at: <https://www.birmingham.ac.uk/Documents/college-mds/percat/GrantsandFellowships/fellowship-fact-sheet.pdf> [Accessed 15 March 2020].
Burns, A., 2017. Action Research. [ebook] Available at: <https://www.researchgate.net/publication/282199978_Action_research> [Accessed 9 March 2020].
Chou, Y., 2016. Actionable Gamification. 1st ed.
Cimatti, B., 2016. DEFINITION, DEVELOPMENT, ASSESSMENT OF SOFT SKILLS AND THEIR ROLE FOR THE QUALITY OF ORGANIZATIONS AND ENTERPRISES. International Journal for Quality Research, (10(1), pp.97–130.
Concepto y utilidad de las buenas prácticas en la enseñanza. (2015, 1 agosto). universidadviu. https://www.universidadviu.es/concepto-y-utilidad-de-las-buenas-practicas-en-la-ensenanza/
Cropley, A. J. (2019, 2nd updated, revised, and enlarged edition). Qualitative research methods: A practice-oriented introduction for students of psychology and education. Riga, Latvia: Zinātne. (open access – doi: 10.13140/RG.2.1.3095.6888).
Dagar, Vishal & Yadav, Aarti. (2016). Constructivism: A Paradigm for Teaching and Learning. Arts and Social Sciences Journal. 7. 10.4172/2151-6200.1000200.
Deterding, S., Khaled, R. and Nacke, L., 2011. Gamification: Toward A Definition. Vancouver, BC, Canada.
Easwaramoorthy, M. and Zarinpoush, F., n.d. INTERVIEWING FOR RESEARCH. Toronto: Imagine Canada.
Esquivel Gómez, L., 2019. GAMIFICATION: A MISSION TO FOSTER STUDENTS’ ENGAGEMENT AND INTERACTION IN THE EFL CLASSROOM. Education Major. Universidad Pedagógica Nacional.
Fandiño Parra, Y., 2013. 21st Century Skills and the English Foreign Language Classroom: A Call for More Awareness in Colombia. Gist Education and Learning Research Journal., (7), pp.190-208.
Figueroa Flores, J., 2015. Using Gamification to Enhance Second Language Learning. Digital Education Review, (27), pp.32-54.
Gail Jones, M., & Brader-Araje, L. (2002). The Impact of Constructivism on Education: Language, Discourse, and Meaning (N.o 5). Spring.
Gende, I., 2019. ¿Gamificas O Juegas? Diferencias Entre ABJ Y Gamificación | UNIR. [online] Unir.net. Available at: <https://www.unir.net/educacion/revista/noticias/gamificas-o-juegas-diferencias-entre-abj-y-gamificacion/549203710886/> [Accessed 7 March 2020].
Ghamrawi, N., Ghamrawi, N. and Shal, T., 2017. Lebanese Public Schools: 20th or 21st Century Schools? An Investigation into Teachers’ Instructional Practices. Open Journal of Leadership, 06(01), pp.1-20.
Jackson, R., Drummond, D. and Camara, S., 2007. What Is Qualitative Research?. Qualitative Research Reports in Communication, [online] (Vol. 8, No. 1), pp.21-28. Available at: <http://dx.doi.org/10.1080/17459430701617879> [Accessed 16 March 2020].
Johns, B., Crowley, E. and Guetzloe, E., 2005. The Central Role of Teaching Social Skills. Focused on exceptional children, (37).
Kiryakova, G., Angelova, N. and Yordanova, L., n.d. GAMIFICATION IN EDUCATION.
Kovacs, Helena. (2017). Learning and Teaching in Innovation: why it is important for education in 21st century. Neveléstudomány. 5. 45-60. 10.21549/NTNY.18.2017.2.4.
McNeill Jane, J., 2019. Skills Vs. Competencies – What’S The Difference, And Why Should You Care?. [online] Viewpoint - careers advice blog. Available at: <https://social.hays.com/2019/10/04/skills-competencies-whats-the-difference/> [Accessed 15 March 2020].
Ministerio de Educación Nacional, 2011. Programa De Competencias Ciudadanas-PCC. Bogotá: Amado Impresores S.A.S.
Ministerio de Educación Nacional, 2016. SUGGESTED CURRICULUM STRUCTURE GRADES 6Th To 11Th ENGLISH FOR DIVERSITY AND EQUITY. Bogotá.
Mejía Custodio, Amalia, & Ávila Meléndez, Luis Arturo. (2009). Relaciones sociales e interacción en el aula en secundaria. Revista mexicana de investigación educativa, 14(41), 485-513. Recuperado en 10 de noviembre de 2020, de http://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S1405-66662009000200007&lng=es&tlng=es.
Morillo Moreno, Marysela Coromoto (2011). Turismo y producto turístico. Evolución, conceptos, componentes y clasificación. Visión Gerencial, (1),135-158.[fecha de Consulta 15 de Marzo de 2020]. ISSN: 1317-8822. Disponible en: https://www.redalyc.org/articulo.oa?id=4655/465545890011
Morrow, S., 2005. Quality and Trustworthiness in Qualitative Research in Counseling Psychology. Journal of Counseling Psychology, [online] (Vol. 52, No. 2), pp.250–260. Available at: https://www.researchgate.net/publication/232446190
Ocampo, A. and Citlali, R., 2013. La Educación En Valores Y Los Jovenes. Licenciatura. Universidad Pedagogica Nacional.
Pantoja, C., Troncoso, C. and Placencia, A., 2017. Interview: a practical guide for qualitative data collection in health research. ARTÍCULO DE REFLEXIÓN, (Vol. 65 No. 2), pp.329-332.
Pardo, F., 2018. Los Videojuegos Como Herramienta Pedagógica Para Contribuir En El FortalecimientoDe La Competencia Resolución De Problemas. Maestría en Educación. Pontificia Universidad Javeriana.
Partnership, G., 2016. 21St Century Skills Definition. [online] The Glossary of Education Reform. Available at: <https://www.edglossary.org/21st-century-skills/> [Accessed 15 March 2020].
Pointagram, 2020. What Is Gamification?. [online] Pointagram.com. Available at: <https://www.pointagram.com/gamification/> [Accessed 8 March 2020].
Raventós, C., 2016. El videojuego como herramienta educativa. Posibilidades y problemáticas acerca de los serious games. Apertura, Revista de Innovación Educativa, (Vol. 8, Núm. 1), pp.1-15.
Robbins, S., 2011. "This Game Sucks": How to Improve the Gamification of Education. EDUCASEreview, [online] Available at: <https://er.educause.edu/articles/2011/2/this-game-sucks-how-to-improve-the-gamification-of-education> [Accessed 8 March 2020].
Robles, M., 2012. Executive Perceptions Of The Top 10 Soft Skills Needed In Today’S Workplace. Business Communication Quarterly 75(4). USA: Eastern Kentucky University, pp.453-465.
ScienceDirect, Celika, O., & Yavuza, F. (2005, febrero). The relationship between speaking grades and listening grades of university level preparatory students (N.o 197). Procedia - Social and Behavioral Sciences.
Somekh, B., 2006. Action Research. Maidenhead, England: Open University Press.
Tessier, S., 2012. From Field Notes, to Transcripts, to Tape Recordings: Evolution or Combination?. International Journal of Qualitative Research., (11(4), pp.446-460.
Torroella González Mora, Gustavo Educación para la vida:el gran reto. Revista Latinoamericana de Psicología [en linea]. 2001, 33(1), 73-84[fecha de Consulta 10 de Noviembre de 2020]. ISSN: 0120-0534. Disponible en: https://www.redalyc.org/articulo.oa?id=80533108
Vijayalakshmi, 2016. Soft Skills-The Need of the Hour for Professional Competence: A Review on Interpersonal Skills and Intrapersonal Skills Theories. International Journal of Applied Engineering Research, (Volume 11, Number 4), pp.2859-2864.
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spelling Martínez Cifuentes, DianaRiaño Dueñas, Wilmer Sneyder2020-12-18T03:35:58Z2020-12-18T03:35:58Z2020http://hdl.handle.net/20.500.12209/12678instname:Universidad Pedagógica Nacionalinstname:Universidad Pedagógica Nacionalreponame: Repositorio Institucional UPNrepourl: http://repositorio.pedagogica.edu.co/Submitted by Wilmer Riaño (del_wsrianod523@pedagogica.edu.co) on 2020-12-10T16:38:58Z No. of bitstreams: 2 Treating you well Boosting fellowship in an EFL environment by means of gamification principles implementation..pdf: 4871185 bytes, checksum: 48adb05ba881b8f134e00c315e90714d (MD5) Licencia_uso_trabajos_y_tesis_grado (1).pdf: 825676 bytes, checksum: bc061fabb901ef77f449736e023f1751 (MD5)Approved for entry into archive by Biblioteca UPN (repositoriobiblioteca@pedagogica.edu.co) on 2020-12-12T00:38:05Z (GMT) No. of bitstreams: 2 Treating you well Boosting fellowship in an EFL environment by means of gamification principles implementation..pdf: 4871185 bytes, checksum: 48adb05ba881b8f134e00c315e90714d (MD5) Licencia_uso_trabajos_y_tesis_grado (1).pdf: 825676 bytes, checksum: bc061fabb901ef77f449736e023f1751 (MD5)Approved for entry into archive by Maria Emilia ROJAS PINZÓN (merojas@pedagogica.edu.co) on 2020-12-18T03:35:58Z (GMT) No. of bitstreams: 2 Treating you well Boosting fellowship in an EFL environment by means of gamification principles implementation..pdf: 4871185 bytes, checksum: 48adb05ba881b8f134e00c315e90714d (MD5) Licencia_uso_trabajos_y_tesis_grado (1).pdf: 825676 bytes, checksum: bc061fabb901ef77f449736e023f1751 (MD5)Made available in DSpace on 2020-12-18T03:35:58Z (GMT). No. of bitstreams: 2 Treating you well Boosting fellowship in an EFL environment by means of gamification principles implementation..pdf: 4871185 bytes, checksum: 48adb05ba881b8f134e00c315e90714d (MD5) Licencia_uso_trabajos_y_tesis_grado (1).pdf: 825676 bytes, checksum: bc061fabb901ef77f449736e023f1751 (MD5) Previous issue date: 2020Licenciado en Español y Lenguas ExtranjerasTesis de pregradoThe present project displays a pedagogical proposal to boost fellowship in an EFL environment by means of gamification principles implementation. This project began at Prado Veraniego School with 9th graders as a research project. Nevertheless, changes had to be made due to unexpected situations (Covid -19) that led to turning the project into a pedagogical proposal for innovation. Inasmuch as this situation the proposal designer targets to lay some foundations which ought to be assumed as a reference when trying to strengthen fellowship within 9th grades in public schools, without leaving aside students' development on listening and speaking skills.PDFapplication/pdfengUniversidad Pedagógica NacionalLicenciatura en Español y Lenguas ExtranjerasFacultad 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 NacionalCompañerismoGamificaciónHabilidades del siglo XXIHabilidades blandasAprendizaje basado en tareasFellowshipGamification21st century skillsSoft skillsTask - Based learningTreating you well : boosting fellowship in an EFL environment by means of gamification principles implementation.info:eu-repo/semantics/bachelorThesisTesis/Trabajo de grado - Monografía – Pregradohttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/acceptedVersionAbardía, Rocio. B. (2020). Qué es el compañerismo y cómo fomentarlo: 10 claves. Lugar de publicación: Lider.com. Recuperdado de https://www.lifeder.com/companerismo/Alcadía Mayor de Bogotá, 2018. Monografias, Suba. Bogotá, pp.19, 28, 37, 44, 149.Veraniego, P., 2020. Estructura Del PEI. Bogotá.Ardila-Muñoz, J. (2019). Supuestos teóricos para la gamificación de la educación superior. Magis, Revista Internacional De Investigación En Educación, 12(24), 71-84. https://doi.org/10.11144/Javeriana.m12-24.stgeBarriel, A. and Beckles, N., 2001. The Ethical-Moral Values InThe Practical Classes Of The English Language. Cuba: Instituto Superior de Ciencias Médicas.Birminghan University, 2009. Research And Commercial Services. [online] Birmingham.ac.uk. Available at: <https://www.birmingham.ac.uk/Documents/college-mds/percat/GrantsandFellowships/fellowship-fact-sheet.pdf> [Accessed 15 March 2020].Burns, A., 2017. Action Research. [ebook] Available at: <https://www.researchgate.net/publication/282199978_Action_research> [Accessed 9 March 2020].Chou, Y., 2016. Actionable Gamification. 1st ed.Cimatti, B., 2016. DEFINITION, DEVELOPMENT, ASSESSMENT OF SOFT SKILLS AND THEIR ROLE FOR THE QUALITY OF ORGANIZATIONS AND ENTERPRISES. International Journal for Quality Research, (10(1), pp.97–130.Concepto y utilidad de las buenas prácticas en la enseñanza. (2015, 1 agosto). universidadviu. https://www.universidadviu.es/concepto-y-utilidad-de-las-buenas-practicas-en-la-ensenanza/Cropley, A. J. (2019, 2nd updated, revised, and enlarged edition). Qualitative research methods: A practice-oriented introduction for students of psychology and education. Riga, Latvia: Zinātne. (open access – doi: 10.13140/RG.2.1.3095.6888).Dagar, Vishal & Yadav, Aarti. (2016). Constructivism: A Paradigm for Teaching and Learning. Arts and Social Sciences Journal. 7. 10.4172/2151-6200.1000200.Deterding, S., Khaled, R. and Nacke, L., 2011. Gamification: Toward A Definition. Vancouver, BC, Canada.Easwaramoorthy, M. and Zarinpoush, F., n.d. INTERVIEWING FOR RESEARCH. Toronto: Imagine Canada.Esquivel Gómez, L., 2019. GAMIFICATION: A MISSION TO FOSTER STUDENTS’ ENGAGEMENT AND INTERACTION IN THE EFL CLASSROOM. Education Major. Universidad Pedagógica Nacional.Fandiño Parra, Y., 2013. 21st Century Skills and the English Foreign Language Classroom: A Call for More Awareness in Colombia. Gist Education and Learning Research Journal., (7), pp.190-208.Figueroa Flores, J., 2015. Using Gamification to Enhance Second Language Learning. Digital Education Review, (27), pp.32-54.Gail Jones, M., & Brader-Araje, L. (2002). The Impact of Constructivism on Education: Language, Discourse, and Meaning (N.o 5). Spring.Gende, I., 2019. ¿Gamificas O Juegas? Diferencias Entre ABJ Y Gamificación | UNIR. [online] Unir.net. Available at: <https://www.unir.net/educacion/revista/noticias/gamificas-o-juegas-diferencias-entre-abj-y-gamificacion/549203710886/> [Accessed 7 March 2020].Ghamrawi, N., Ghamrawi, N. and Shal, T., 2017. Lebanese Public Schools: 20th or 21st Century Schools? An Investigation into Teachers’ Instructional Practices. Open Journal of Leadership, 06(01), pp.1-20.Jackson, R., Drummond, D. and Camara, S., 2007. What Is Qualitative Research?. Qualitative Research Reports in Communication, [online] (Vol. 8, No. 1), pp.21-28. Available at: <http://dx.doi.org/10.1080/17459430701617879> [Accessed 16 March 2020].Johns, B., Crowley, E. and Guetzloe, E., 2005. The Central Role of Teaching Social Skills. Focused on exceptional children, (37).Kiryakova, G., Angelova, N. and Yordanova, L., n.d. GAMIFICATION IN EDUCATION.Kovacs, Helena. (2017). Learning and Teaching in Innovation: why it is important for education in 21st century. Neveléstudomány. 5. 45-60. 10.21549/NTNY.18.2017.2.4.McNeill Jane, J., 2019. Skills Vs. Competencies – What’S The Difference, And Why Should You Care?. [online] Viewpoint - careers advice blog. Available at: <https://social.hays.com/2019/10/04/skills-competencies-whats-the-difference/> [Accessed 15 March 2020].Ministerio de Educación Nacional, 2011. Programa De Competencias Ciudadanas-PCC. Bogotá: Amado Impresores S.A.S.Ministerio de Educación Nacional, 2016. SUGGESTED CURRICULUM STRUCTURE GRADES 6Th To 11Th ENGLISH FOR DIVERSITY AND EQUITY. Bogotá.Mejía Custodio, Amalia, & Ávila Meléndez, Luis Arturo. (2009). Relaciones sociales e interacción en el aula en secundaria. Revista mexicana de investigación educativa, 14(41), 485-513. Recuperado en 10 de noviembre de 2020, de http://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S1405-66662009000200007&lng=es&tlng=es.Morillo Moreno, Marysela Coromoto (2011). Turismo y producto turístico. Evolución, conceptos, componentes y clasificación. Visión Gerencial, (1),135-158.[fecha de Consulta 15 de Marzo de 2020]. ISSN: 1317-8822. Disponible en: https://www.redalyc.org/articulo.oa?id=4655/465545890011Morrow, S., 2005. Quality and Trustworthiness in Qualitative Research in Counseling Psychology. Journal of Counseling Psychology, [online] (Vol. 52, No. 2), pp.250–260. Available at: https://www.researchgate.net/publication/232446190Ocampo, A. and Citlali, R., 2013. La Educación En Valores Y Los Jovenes. Licenciatura. Universidad Pedagogica Nacional.Pantoja, C., Troncoso, C. and Placencia, A., 2017. Interview: a practical guide for qualitative data collection in health research. ARTÍCULO DE REFLEXIÓN, (Vol. 65 No. 2), pp.329-332.Pardo, F., 2018. Los Videojuegos Como Herramienta Pedagógica Para Contribuir En El FortalecimientoDe La Competencia Resolución De Problemas. Maestría en Educación. Pontificia Universidad Javeriana.Partnership, G., 2016. 21St Century Skills Definition. [online] The Glossary of Education Reform. Available at: <https://www.edglossary.org/21st-century-skills/> [Accessed 15 March 2020].Pointagram, 2020. What Is Gamification?. [online] Pointagram.com. Available at: <https://www.pointagram.com/gamification/> [Accessed 8 March 2020].Raventós, C., 2016. El videojuego como herramienta educativa. Posibilidades y problemáticas acerca de los serious games. Apertura, Revista de Innovación Educativa, (Vol. 8, Núm. 1), pp.1-15.Robbins, S., 2011. "This Game Sucks": How to Improve the Gamification of Education. EDUCASEreview, [online] Available at: <https://er.educause.edu/articles/2011/2/this-game-sucks-how-to-improve-the-gamification-of-education> [Accessed 8 March 2020].Robles, M., 2012. Executive Perceptions Of The Top 10 Soft Skills Needed In Today’S Workplace. Business Communication Quarterly 75(4). USA: Eastern Kentucky University, pp.453-465.ScienceDirect, Celika, O., & Yavuza, F. (2005, febrero). 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