Phygital gamification in the EFL classroom : addressing motivation and engagement.
| dc.contributor.advisor | Hernández Saavedra, Sergio Francisco | spa |
| dc.contributor.author | Corzo Castro, Darwin Steven | spa |
| dc.coverage.spatial | Bogotá, Colombia | |
| dc.date.accessioned | 2026-07-10T14:11:29Z | |
| dc.date.available | 2026-07-10T14:11:29Z | |
| dc.date.issued | 2026 | |
| dc.description.abstract | Esta investigación tuvo como objetivo describir el rol que cumple la Gamificación Phygital en el desarrollo de la motivación y el engagement para el aprendizaje del inglés como lengua extranjera en un grupo de 31 estudiantes de grado octavo del colegio Guillermo Cano Isaza. Para este propósito, se llevó a cabo un estudio de carácter cualitativo siguiendo la metodología de investigación-acción, en el que instrumentos como observaciones de clase, diarios de campo, cuestionarios, entrevistas y artefactos fueron utilizados para la recolección de datos. Como producto de un primer análisis, se encontró que los participantes del estudio presentaban una falta de motivación y engagement hacia el aprendizaje del inglés en clase, por lo que la Gamificación Phygital emergió como una propuesta pedagógica para abordar dichas dificultades. Posteriormente a la intervención, se realizó un análisis siguiendo la teoría fundamentada, donde, a través de un proceso de codificación por colores, surgieron cuatro categorías principales y doce subcategorías, las cuales revelaron patrones reiterativos durante la investigación. Los resultados sugieren que, tras la implementación de la Gamificación Phygital, los estudiantes incrementaron su motivación y engagement hacia el inglés. No obstante, dicho incremento no derivó directamente en un aprendizaje significativo ni en mejoras en el desempeño lingüístico del inglés en los participantes. En síntesis, el estudio apunta a una mejor comprensión sobre la efectividad de las estrategias de gamificación al abordar aspectos comportamentales como la motivación y el engagement, así como de la relación compleja de estos elementos con el aprendizaje de lenguas. | spa |
| dc.description.abstractenglish | This research, aimed to describe the role of Phygital Gamification in addressing motivation and engagement towards English learning among thirty-one eighth-grade students at Guillermo Cano Isaza school. The study was conducted through a qualitative approach following an action-research design, where classroom observations, field diaries, questionnaires, interviews and artifacts, were used to collect and analyze data. All of this came up after discovering that the participants presented a lack of motivation and engagement towards the English class. The methodology selected for the analysis was the grounded theory, where through a color-coding process, four main categories, and another twelve subcategories emerged. These categories displayed specific pervasive patterns found during the research. The results indicate that the implementation of phygital gamification increased students’ motivation and behavioral engagement, as they displayed a more participative disposition and a positive attitude to the class, and became emotionally involved in the activities proposed. However, the results also showed that this increase in motivation and engagement did not necessarily translate into meaningful or consistent improvements in the linguistic performance of students in the target language. In essence, this research contributes to understanding the effectiveness of implementing gamified strategies in the EFL environment to trigger behavioral aspects such as motivation and engagement and the complex relationship it has with language learning. | eng |
| dc.description.degreelevel | Pregrado | spa |
| dc.description.degreename | Licenciado en Español e Inglés | spa |
| dc.format.mimetype | application/pdf | spa |
| dc.identifier.instname | instname:Universidad Pedagógica Nacional | spa |
| dc.identifier.reponame | reponame: Repositorio Institucional UPN | spa |
| dc.identifier.repourl | repourl: http://repositorio.pedagogica.edu.co/ | |
| dc.identifier.uri | http://hdl.handle.net/20.500.12209/22493 | |
| dc.language.iso | en | |
| dc.publisher | Universidad Pedagógica Nacional | spa |
| dc.publisher.faculty | Facultad de Humanidades | spa |
| dc.publisher.program | Licenciatura en Español e Inglés | spa |
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| dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
| dc.rights.accessrights | http://purl.org/coar/access_right/c_abf2 | |
| dc.rights.creativecommons | Attribution-NonCommercial-NoDerivatives 4.0 International | |
| dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
| dc.subject | Gamificación | spa |
| dc.subject | Motivación | spa |
| dc.subject | Engagement | spa |
| dc.subject | Aprendizaje del inglés | spa |
| dc.subject.keywords | Gamification | eng |
| dc.subject.keywords | Motivation | eng |
| dc.subject.keywords | Engagement | eng |
| dc.subject.keywords | English learning | eng |
| dc.title | Phygital gamification in the EFL classroom : addressing motivation and engagement. | eng |
| dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | eng |
| dc.type.driver | info:eu-repo/semantics/bachelorThesis | eng |
| dc.type.hasVersion | info:eu-repo/semantics/acceptedVersion | |
| dc.type.local | Tesis/Trabajo de grado - Monografía - Pregrado | spa |
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