Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/10495/42469
Título : Gamification a way to Improve Social Management and Self-efficacy
Otros títulos : La gamificación, una forma de mejorar la gestión social y la autoeficacia
Autor : Ríos Ramírez, Kevin Eduardo
metadata.dc.contributor.advisor: Arias Patiño, Natalia
Herrera Carvajal, Carolina
metadata.dc.subject.*: Action research
English language - Study and teaching
Gamification
Management - Social aspects
Self-efficacy
Enseñanza de una segunda lengua
Second language instruction
Juego educativo
Educational games
Investigación acción
Gamificación
http://id.loc.gov/authorities/subjects/sh85000722
http://id.loc.gov/authorities/subjects/sh85043705
http://id.loc.gov/authorities/subjects/sh2015002481
http://id.loc.gov/authorities/subjects/sh2010100385
http://id.loc.gov/authorities/subjects/sh93006407
http://vocabularies.unesco.org/thesaurus/concept3932
http://vocabularies.unesco.org/thesaurus/concept9227
Fecha de publicación : 2023
Resumen : ABSTRACT : This action-research aimed improving student’s self-efficacy and social management thought the gamification approach. It was conducted in a public school in La Ceja del Tambo in Antioquia with 34 seven graders. Action strategies included the implementation of a gamification system with games, points and rewards, visual marks, and a leaderboard. Data gathering instruments included teacher’s journal, questionnaires, surveys, teachers’ reflections, and video recordings, Findings referred to playing an assuming roles help students to solve conflicts and the reflection process helps students become aware of their abilities.
Aparece en las colecciones: Licenciatura en Lenguas Extranjeras - Campus Oriente

Ficheros en este ítem:
Fichero Descripción Tamaño Formato  
RiosKevin_2023_GamificationSocialManagement.pdfTrabajo de grado de pregrado806.11 kBAdobe PDFVisualizar/Abrir


Este ítem está sujeto a una licencia Creative Commons Licencia Creative Commons Creative Commons