Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada
El uso inadecuado de teléfonos móviles en el aula es un desafío cada vez más común que afecta la atención y el rendimiento académico de los estudiantes, especialmente en clases de inglés como lengua extranjera. En una institución privada de Bogotá, Colombia, realizamos un estudio para evaluar cómo e...
- Autores:
-
Martínez, Cristian Alejandro
Gómez Cotrina, María Camila
Guamanga Scarpetta, Diego Armando
- Tipo de recurso:
- https://purl.org/coar/resource_type/c_7a1f
- Fecha de publicación:
- 2025
- Institución:
- Universidad El Bosque
- Repositorio:
- Repositorio U. El Bosque
- Idioma:
- eng
- OAI Identifier:
- oai:repositorio.unbosque.edu.co:20.500.12495/14364
- Acceso en línea:
- https://hdl.handle.net/20.500.12495/14364
- Palabra clave:
- Distracción por teléfonos móviles
Gamificación
Participación estudiantil
Inglés como segunda lengua (ESL)
Carga cognitiva
Teoría de la atención
Constructivismo
370.1175
Mobile phone distraction
Gamification
Student engagement
English as a Second Language (ESL)
Cognitive load
Attention theory
Constructivism
- Rights
- License
- Attribution-NonCommercial-ShareAlike 4.0 International
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dc.title.none.fl_str_mv |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada |
dc.title.translated.none.fl_str_mv |
Impact of Mobile Phone Misuse: A Gamification-Based Proposal in a Private Institution |
title |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada |
spellingShingle |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada Distracción por teléfonos móviles Gamificación Participación estudiantil Inglés como segunda lengua (ESL) Carga cognitiva Teoría de la atención Constructivismo 370.1175 Mobile phone distraction Gamification Student engagement English as a Second Language (ESL) Cognitive load Attention theory Constructivism |
title_short |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada |
title_full |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada |
title_fullStr |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada |
title_full_unstemmed |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada |
title_sort |
Impacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privada |
dc.creator.fl_str_mv |
Martínez, Cristian Alejandro Gómez Cotrina, María Camila Guamanga Scarpetta, Diego Armando |
dc.contributor.advisor.none.fl_str_mv |
Nieves González, Iván Darío |
dc.contributor.author.none.fl_str_mv |
Martínez, Cristian Alejandro Gómez Cotrina, María Camila Guamanga Scarpetta, Diego Armando |
dc.subject.none.fl_str_mv |
Distracción por teléfonos móviles Gamificación Participación estudiantil Inglés como segunda lengua (ESL) Carga cognitiva Teoría de la atención Constructivismo |
topic |
Distracción por teléfonos móviles Gamificación Participación estudiantil Inglés como segunda lengua (ESL) Carga cognitiva Teoría de la atención Constructivismo 370.1175 Mobile phone distraction Gamification Student engagement English as a Second Language (ESL) Cognitive load Attention theory Constructivism |
dc.subject.ddc.none.fl_str_mv |
370.1175 |
dc.subject.keywords.none.fl_str_mv |
Mobile phone distraction Gamification Student engagement English as a Second Language (ESL) Cognitive load Attention theory Constructivism |
description |
El uso inadecuado de teléfonos móviles en el aula es un desafío cada vez más común que afecta la atención y el rendimiento académico de los estudiantes, especialmente en clases de inglés como lengua extranjera. En una institución privada de Bogotá, Colombia, realizamos un estudio para evaluar cómo el uso no educativo de celulares impacta a estudiantes de décimo grado durante las lecciones de inglés. Utilizando un enfoque mixto que incluyó encuestas, observaciones en el aula y entrevistas con docentes, identificamos patrones de distracción relacionados con el uso de estos dispositivos y su efecto en el desempeño académico. Los resultados muestran una relación negativa entre el uso excesivo del celular y la capacidad de atención. Para abordar este problema, proponemos implementar estrategias pedagógicas basadas en la gamificación para mejorar la motivación, aumentar la participación y reducir las distracciones digitales. Esta propuesta busca integrar elementos lúdicos al proceso educativo, alineándose con los objetivos académicos para crear un entorno de aprendizaje más dinámico y enfocado. |
publishDate |
2025 |
dc.date.accessioned.none.fl_str_mv |
2025-05-16T14:22:19Z |
dc.date.available.none.fl_str_mv |
2025-05-16T14:22:19Z |
dc.date.issued.none.fl_str_mv |
2025-05 |
dc.type.coar.fl_str_mv |
http://purl.org/coar/resource_type/c_7a1f |
dc.type.local.spa.fl_str_mv |
Tesis/Trabajo de grado - Monografía - Pregrado |
dc.type.coar.none.fl_str_mv |
https://purl.org/coar/resource_type/c_7a1f |
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info:eu-repo/semantics/bachelorThesis |
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https://purl.org/coar/version/c_ab4af688f83e57aa |
format |
https://purl.org/coar/resource_type/c_7a1f |
dc.identifier.uri.none.fl_str_mv |
https://hdl.handle.net/20.500.12495/14364 |
dc.identifier.instname.spa.fl_str_mv |
instname:Universidad El Bosque |
dc.identifier.reponame.spa.fl_str_mv |
reponame:Repositorio Institucional Universidad El Bosque |
dc.identifier.repourl.none.fl_str_mv |
repourl:https://repositorio.unbosque.edu.co |
url |
https://hdl.handle.net/20.500.12495/14364 |
identifier_str_mv |
instname:Universidad El Bosque reponame:Repositorio Institucional Universidad El Bosque repourl:https://repositorio.unbosque.edu.co |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.references.none.fl_str_mv |
Bandura, A. (1977). Social learning theory. Prentice-Hall. Beland, L. P., & Murphy, R. (2019). Strict mobile phone policies and academic performance in UK schools. Economics of Education Review, 68, 1–18. https://doi.org/10.1016/j.econedurev.2018.12.005 Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. Bruner, J. (1996). The culture of education. Harvard University Press. Campbell, S. W. (2006). Perceptions of mobile phones in college classrooms: Ringing, cheating, and classroom policies. Communication Education, 55(3), 280–294. Chen, B., Seilhamer, R., Bennett, L., & Bauer, S. (2021). Students’ mobile learning practices in higher education: A multi-year study. Educause Review, 56(1), 14–27. Chun, M. M., Golomb, J. D., & Turk-Browne, N. B. (2011). A taxonomy of external and internal attention. Annual Review of Psychology, 62, 73–101. https://doi.org/10.1146/annurev.psych.093008.100427 Cohen, L., Manion, L., & Morrison, K. (2007). Research methods in education (6th ed.). Routledge. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row. Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications. Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum. Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. Denzin, N. K. (1978). Triangulation: A case for methodological evaluation and combination. Sociological Methods, 8, 339–357. Denzin, N. K. (1978). The research act: A theoretical introduction to sociological methods (2nd ed.). McGraw-Hill. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. https://doi.org/10.1145/1979742.1979575 Dietz, T., & Henrich, J. (2020). Culture and the evolution of human cooperation. Nature Human Behaviour, 4(4), 366–375. Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5 De Vaus, D. A. (2002). Surveys in social research (5th ed.). Routledge. Fernández, A., & Ríos, P. (2022). Efficacy of gamification in reducing mobile phone misuse in Medellín. Revista de Innovación Educativa, 19(2), 34–50. Field, A. (2013). Discovering Statistics Using IBM SPSS Statistics (4th ed.). SAGE Publications. Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education (8th ed.). McGraw-Hill. Friese, S. (2019). Qualitative data analysis with ATLAS.ti (3rd ed.). SAGE Publications. Gómez, F., & Rojas, D. (2023). Effectiveness of gamification in reducing technological distractions in an educational context in Bogotá. Educación y Tecnología, 12(1), 89–103. González, L., & Martínez, P. (2018). Impact of excessive mobile phone use on attention and academic performance in Bogotá. Revista Colombiana de Educación, 76(3), 45–67. https://doi.org/10.1234/rce.v76i3.4567 Gutiérrez, J., & Londoño, M. (2019). Relationship between mobile phone use and academic anxiety in students from Barranquilla. Revista de Psicología y Educación, 7(3), 102–119. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377 Hamari, J., Koivisto, J., & Sarsa, H. (2020). Does gamification work? A literature review of empirical studies on gamification. International Journal of Human-Computer Studies, 127, 39–56. https://doi.org/10.1016/j.ijhcs.2020.102376 Hernández, M., & Mora, L. (2022). Teacher perceptions on mobile phone use in the classroom and its impact on teaching in Cartagena. Revista de Educación y Tecnología, 19(3), 67–89. Hernández Sampieri, R., & Fernández Collado, C. (2014). Metodología de la investigación (6ª ed.). McGraw-Hill Interamericana. Hwang, G. J., Lai, C. L., & Wang, S. Y. (2015). Seamless flipped learning: A mobile technology-enhanced flipped classroom with effective learning strategies. Journal of Computers in Education, 2(4), 449–473. IBM Corp. (2021). IBM SPSS Statistics for Windows (Version 27.0) [Computer software]. IBM Corp. Johnson, A., & Lee, B. (2022). Gamification as a strategy to counteract mobile phone distractions in the classroom: A longitudinal study. Journal of Educational Technology, 15(3), 45–59. Junco, R. (2012). In-class multitasking and academic performance. Computers in Human Behavior, 28(6), 2236–2243. Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer. Kerlinger, F. N., & Lee, H. B. (2002). Foundations of behavioral research (4th ed.). Wadsworth. Kim, H., & Park, J. (2022). Effects of strict mobile phone bans on student performance in South Korean secondary schools. Educational Psychology Review, 32(1), 5–27. Knudsen, E. I. (2007). Fundamental components of attention. Annual Review of Neuroscience, 30, 57–78. https://doi.org/10.1146/annurev.neuro.30.051606.094256 Kukulska-Hulme, A. (2012). Mobile-assisted language learning. In The Encyclopedia of Applied Linguistics. Kuznekoff, J. H., & Titsworth, S. (2013). The impact of mobile phone usage on student learning. Communication Education, 62(3), 233–252. https://doi.org/10.1080/03634523.2013.767917 Lai, C.-L., Yang, J.-C., Chen, F.-C., Ho, C.-W., & Chan, T.-W. (2015). Affordances of mobile technologies for experiential learning: The interplay of technology and pedagogical practices. Journal of Computer Assisted Learning, 31(5), 450–465. https://doi.org/10.1111/jcal.12088 Lepp, A., Barkley, J. E., & Karpinski, A. C. (2015). The relationship between mobile phone use, academic performance, anxiety, and satisfaction with life in college students. Computers in Human Behavior, 31, 343–350. Londoño, A., & Ramírez, J. (2019). Gamification as a strategy to improve academic performance in Bogotá. Revista de Innovación Educativa, 8(1), 54–65. Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38(1), 43–52. Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2021). Gamification: A systematic review of design frameworks. Journal of Computing in Higher Education, 33(3), 568–593. Nowell, L. S., Norris, J. M., White, D. E., & Moules, N. J. (2017). Thematic analysis: Striving to meet the trustworthiness criteria. International Journal of Qualitative Methods, 16(1), 1–13. Olasupo, M. O., Olasupo, B. O., & Olasupo, O. O. (2023). The impact of gamification on student engagement and learning outcomes: A meta-analysis. Educational Technology Research and Development, 71, 123–145. https://doi.org/10.1007/s11423-022-10100-3 Ophir, E., Nass, C., & Wagner, A. D. (2009). Cognitive control in media multitaskers. Proceedings of the National Academy of Sciences, 106(37), 15583–15587. https://doi.org/10.1073/pnas.0903620106 Paas, F., Renkl, A., & Sweller, J. (2003). Cognitive load theory and instructional design: Recent developments. Educational Psychologist, 38(1), 1–4. https://doi.org/10.1207/S15326985EP3801_1 Pérez-González, L. (Ed.). (2019). 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(2010, October 6). Can’t play, won’t play. Hide&Seek. http://www.hideandseek.net/2010/10/06/cant-play-wont-play/ Rodríguez, M., & Pérez, A. (2021). Impact of mobile phone use on academic performance in a private school in Bogotá. Educación y Sociedad, 11(2), 134–152. Rosen, L. D., Lim, A. F., Carrier, L. M., & Cheever, N. A. (2011). Impact of mobile technology on student attention and academic performance in the classroom. Computers in Human Behavior, 27(5), 2260–2267. Rosen, L. D., Carrier, L. M., & Cheever, N. A. (2013). Facebook and texting made me do it: Media-induced task-switching while studying. Computers in Human Behavior, 29(3), 924–938. 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 Sailer, M., & Homner, L. (2021). The gamification of learning: A meta-analysis. Educational Psychology Review, 33(1), 1–33. https://doi.org/10.1007/s10648-019-09498-w Sánchez, J., & Díaz, M. (2023). Impact of gamification in reducing distractions caused by mobile phones in a school in Bogotá. Educación y Sociedad, 12(1), 56–75. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. Silver, C., & Lewins, A. (2014). Using software in qualitative research: A step-by-step guide (2nd ed.). SAGE Publications. Skinner, B. F. (1953). Science and human behavior. Free Press Stockwell, G. (2010). Using mobile phones for vocabulary activities: Examining the effect of the platform. Language Learning & Technology, 14(2), 95–110. Sung, Y. T., Chang, K. E., & Liu, T. C. (2016). The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis. Computers & Education, 94, 252–275. https://doi.org/10.1016/j.compedu.2015.11.008 Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. Tashakkori, A., & Teddlie, C. (2010). SAGE handbook of mixed methods in social & behavioral research (2nd ed.). SAGE Publications. Vargas, L., & Morales, P. (2021). Effects of excessive mobile technology use on socialization and academic performance in Bogotá. Revista de Educación, 9(2), 45–60. Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press. Zhao, Y., de Jong, T., & van Merriënboer, J. J. G. (2022). Reducing mobile distractions in education: A meta-analysis of recent findings. Computers & Education, 179, 104438. https://doi.org/10.1016/j.compedu.2022.104438 Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O’Reilly Media. |
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Nieves González, Iván DaríoMartínez, Cristian AlejandroGómez Cotrina, María CamilaGuamanga Scarpetta, Diego Armando2025-05-16T14:22:19Z2025-05-16T14:22:19Z2025-05https://hdl.handle.net/20.500.12495/14364instname:Universidad El Bosquereponame:Repositorio Institucional Universidad El Bosquerepourl:https://repositorio.unbosque.edu.coEl uso inadecuado de teléfonos móviles en el aula es un desafío cada vez más común que afecta la atención y el rendimiento académico de los estudiantes, especialmente en clases de inglés como lengua extranjera. En una institución privada de Bogotá, Colombia, realizamos un estudio para evaluar cómo el uso no educativo de celulares impacta a estudiantes de décimo grado durante las lecciones de inglés. Utilizando un enfoque mixto que incluyó encuestas, observaciones en el aula y entrevistas con docentes, identificamos patrones de distracción relacionados con el uso de estos dispositivos y su efecto en el desempeño académico. Los resultados muestran una relación negativa entre el uso excesivo del celular y la capacidad de atención. Para abordar este problema, proponemos implementar estrategias pedagógicas basadas en la gamificación para mejorar la motivación, aumentar la participación y reducir las distracciones digitales. Esta propuesta busca integrar elementos lúdicos al proceso educativo, alineándose con los objetivos académicos para crear un entorno de aprendizaje más dinámico y enfocado.PregradoLicenciado en Bilingüismo con Énfasis en la Enseñanza del InglésThe non-academic use of mobile phones in the classroom has become a common challenge affecting students' attention and academic performance, particularly in English as a foreign language class. In a private school in Bogotá, Colombia, we conducted a study to assess how non-educational mobile phone use impacts tenth-grade students during English lessons. Using a mixed-methods approach that included surveys, classroom observations, and teacher interviews, we identified patterns of distraction related to mobile phone usage and its impact on academic achievement. The findings show a negative correlation between excessive phone use and attention span. To address this issue, we proposed implementing gamification-based pedagogical strategies to enhance motivation, increase participation, and reduce digital distractions. This proposal aimed to integrate game-based elements into the educational process, aligning them with academic objectives to create a more dynamic and focused learning environment.application/pdfAttribution-NonCommercial-ShareAlike 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-sa/4.0/Acceso abiertohttps://purl.org/coar/access_right/c_abf2http://purl.org/coar/access_right/c_abf2Distracción por teléfonos móvilesGamificaciónParticipación estudiantilInglés como segunda lengua (ESL)Carga cognitivaTeoría de la atenciónConstructivismo370.1175Mobile phone distractionGamificationStudent engagementEnglish as a Second Language (ESL)Cognitive loadAttention theoryConstructivismImpacto del mal uso del teléfono móvil: Una propuesta basada en la gamificación en una institución privadaImpact of Mobile Phone Misuse: A Gamification-Based Proposal in a Private InstitutionLicenciatura en Bilingüismo con Énfasis en la Enseñanza del InglésUniversidad El BosqueFacultad de EducaciónTesis/Trabajo de grado - Monografía - Pregradohttps://purl.org/coar/resource_type/c_7a1fhttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesishttps://purl.org/coar/version/c_ab4af688f83e57aaBandura, A. (1977). Social learning theory. Prentice-Hall.Beland, L. P., & Murphy, R. (2019). Strict mobile phone policies and academic performance in UK schools. Economics of Education Review, 68, 1–18. https://doi.org/10.1016/j.econedurev.2018.12.005Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.Bruner, J. (1996). The culture of education. Harvard University Press.Campbell, S. W. (2006). Perceptions of mobile phones in college classrooms: Ringing, cheating, and classroom policies. Communication Education, 55(3), 280–294.Chen, B., Seilhamer, R., Bennett, L., & Bauer, S. (2021). Students’ mobile learning practices in higher education: A multi-year study. Educause Review, 56(1), 14–27.Chun, M. M., Golomb, J. D., & Turk-Browne, N. B. (2011). A taxonomy of external and internal attention. Annual Review of Psychology, 62, 73–101. https://doi.org/10.1146/annurev.psych.093008.100427Cohen, L., Manion, L., & Morrison, K. (2007). 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