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.contributor.advisorMartínez Cifuentes, Dianaspa
dc.contributor.authorMedina Bolívar, Iván Andrésspa
dc.date.accessioned2020-04-24T14:23:01Z
dc.date.available2020-04-24T14:23:01Z
dc.date.issued2019
dc.description.abstractEl 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.spa
dc.description.degreelevelTesis de pregradospa
dc.description.degreenameLicenciado en Español e Inglésspa
dc.formatPDFspa
dc.format.mimetypeapplication/pdfspa
dc.identifier.instnameinstname:Universidad Pedagógica Nacionalspa
dc.identifier.instnameinstname:Universidad Pedagógica Nacionalspa
dc.identifier.otherTE-23902
dc.identifier.reponamereponame: Repositorio Institucional UPNspa
dc.identifier.repourlrepourl: http://repositorio.pedagogica.edu.co/
dc.identifier.urihttp://hdl.handle.net/20.500.12209/11800
dc.language.isospa
dc.publisherUniversidad Pedagógica Nacionalspa
dc.publisher.facultyFacultad de Humanidadesspa
dc.publisher.programLicenciatura en Español e Inglésspa
dc.relation.referencesAnderson AF, Green CS, Bavelier D. (2012). Capturing shifts in cognitive strategies and speed-accuracy tradeoffs in action video game players
dc.relation.referencesBaierschmidt, J. (2012). Learning English through Video Gaming. http://id.nii.ac.jp/1092/00000912/.
dc.relation.referencesBaierschmidt, J. (2012). Learning English through video gaming
dc.relation.referencesBaniqued, P (2013). Cognitive training with casual video games: points to consider
dc.relation.referencesBest, J. W., & Kahn, J. V. (1989). Research in education (6th Edition). Englewoods Cliffs, N.J.: Prentice-Hall
dc.relation.referencesBurns, R. (2000). Quantitative approaches to research.
dc.relation.referencesBromley, D. B. (1990). The case-study method in psychology and related- disciplines. Chichester: John Wiley & Sons
dc.relation.referencesBrown, D. (1989). A world of books. Washington, D.C.: Teachers of English to Speakers of Other Languages
dc.relation.referencesBrown, 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.
dc.relation.referencesCastillo, L. (2015). Aprendizaje de vocabulario en inglés mediante la experiencia prolongada de juego: The Sims 4. Pontificia Universidad Javeriana
dc.relation.referencesChris, A., & Lindsay, E. (2015). A brief review of effective teaching practices that maximize student engagement, Preventing School Failure. Alternative Education for Children and Youth
dc.relation.referencesCorbin, J., & Strauss, A. (2008). Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory (3rd Ed.). Thousand Oaks, CA: Sage.
dc.relation.referencesDenzin, N and Lincoln, Y. (1994). Handbook of Qualitative Research, Thousand Oaks (Calif), Sage
dc.relation.referencesDenzin, N., & Lincoln, Y. (1994). Introduction: entering the field of qualitative research. Handbook of qualitative research. Thousand Oaks, California: Sage Publications Ltd
dc.relation.referencesDeubel, P (2011). Game on! Transforming education through technology
dc.relation.referencesEgenfeldt-Nielsen, S., Smith, J. & Tosca, S. (2008). Understanding Video Games: The Essential Introduction. Nueva York y Londres: Routledge
dc.relation.referencesFlick, U (1998). An introduction to qualitative research. London, Sage
dc.relation.referencesFredricks, A., Blumenfeld, P., & Paris, A. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74, 59-109
dc.relation.referencesGalvis, H. A. (2011a). Transforming traditional communicative language instruction into computer-technology based instruction: Experiences, challenges and considerations. Folios, 34, 93-102
dc.relation.referencesGalvis, 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.
dc.relation.referencesGary, J.o. (1975). Delayed listening practice in initial stages of second language learning. New York: Academic Press.
dc.relation.referencesGarris, Rosemary, Ahlers, Robert & Driskell, James E. (2002). Games, motivation, and learning: A research and practice model. Journal: Simulation & Gaming. Volume: 33.
dc.relation.referencesGlaser, B. & Strauss, A. (1967). The discovery of grounded theory. Chicago: Aldine Press.
dc.relation.referencesGee, J.P. (2003). What video games have to teach us about learning and literacy? New York, NY: Palgrave Macmillan
dc.relation.referencesGee, J. P. (2007). Good video games, good learning: Collected essays on video games, learning, and literacy. New York, NY: P. Lang.
dc.relation.referencesGentile, D. (2011). The Multiple Dimensions of Video Game Effects – Wiley Online Library.
dc.relation.referencesGerlach, 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.
dc.relation.referencesGroves, Robert M.; Fowler, Floyd J.; Couper, Mick P.; Lepkowski, James M.; Singer, Eleanor & Tourangeau, Roger (2004). Survey methodology. Hoboken, NJ: John Wiley & Sons
dc.relation.referencesHoney & Hilton. (2011). Learning Science through Computer Games and Simulations
dc.relation.referencesJohnson, D., & Johnson, R. (2002). Learning together and alone: Overview and meta-analysis. Asia Pacific Journal of Education, 22, 95-105.
dc.relation.referencesJenni, R.W. & Mauriel, J. (2004). Cooperation and collaboration: Reality or rhetoric? International Journal of Leadership in Education. 7(2 ), pp. 181–95
dc.relation.referencesKalyuga, 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
dc.relation.referencesLepper, 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
dc.relation.referencesLong, Michael & Richards, J. (1987). Methodology in TESOL, Boston: Heinle & Heinle Publishers
dc.relation.referencesManual de convivencia I.E.D Guillermo cano Isaza, 2016
dc.relation.referencesMayer, R. E. (2014). Computer games for learning. An evidence-based approach. Cambridge, MA: MIT Press
dc.relation.referencesMerriam, S. B. (2009). Qualitative research: A guide to design and implementation. San Francisco, CA: John Wiley & Sons
dc.relation.referencesMcNiff, J. (2002). Action research: principles and practice. London: Routledge
dc.relation.referencesNorum, E. (2008). Qualitative research methods. Editorial Board General Editor Lisa M. Given University of Alberta
dc.relation.referencesNunan, D. (2003). Practical English language teaching. New York: McGraw Hill
dc.relation.referencesParra, J., y Borda, M. (2009). Lenguajes y Lecturas en “Fable: The Lost Chapters” ¿Qué nos pasa cuando video jugamos? Bogotá, Colombia
dc.relation.referencesPascual, J. (2013). El uso de videojuegos como herramienta didáctica. Universidad De La Rioja
dc.relation.referencesPerkins D N, Salomon G 1988. Teaching for transfer. Educational Leadership 46 (1): 22-32
dc.relation.referencesPhillips, D. K. and Carr, K. (2010). Becoming a researcher teacher through action research: Process, context and self-study, Routledge: NY
dc.relation.referencesPrensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1, 21. http://dx.doi.org/10.1145/950566.950596
dc.relation.referencesRobert K. (2002). Yin's Case Study Research Design and Methods
dc.relation.referencesRosas, 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.
dc.relation.referencesRosenberg, M. J. (1969). Artifacts in behavioral research (p.279-349). New York: Academic Press
dc.relation.referencesRussell, V. J., Ainley, M., & Frydenberg, E. (2005). Student motivation and engagement. Schooling Issues Digest. Australian Government, Department of Education, Science and Training
dc.relation.referencesSalomon G, Perkins D. N. (1987). Transfer of cognitive skills from programming: When and how? Journal of Educational Computing Research 3: 149-169.
dc.relation.referencesSmith, 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
dc.relation.referencesSquire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Technology, education—Connections (The TEC series).
dc.relation.referencesStrauss, A. and Corbin, L. (1990). Basics of grounded theory methods. Beverly Hills, CA. Sage
dc.relation.referencesSussman, R. (2009). Structural and semantic constraints on the resolution of pronouns and reflexives
dc.relation.referencesTudor, I. (2001). The dynamics of the language classroom. Cambridge: Cambridge, UK University Press
dc.relation.referencesTrybus, Jessica. (2015). “Game-Based Learning: What it is, why it Works, and where it’s going.” New Media Institute
dc.relation.referencesVahdat, 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/
dc.relation.referencesVirvou, 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
dc.relation.referencesWatts, H. (1985). When teachers are researchers, teaching improves. Journal of Staff Development, 6 (2), 118-127
dc.rights.accessAcceso abiertospa
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.creativecommonsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.sourcereponame:Repositorio Institucional de la Universidad Pedagógica Nacionalspa
dc.sourceinstname:Universidad Pedagógica Nacionalspa
dc.subjectEducational video gameseng
dc.subjectSilent extensive readingeng
dc.subjectGeneral text comprehensioneng
dc.subjectCooperative learningeng
dc.subjectMotivation and engagementeng
dc.titleThe 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.eng
dc.typeinfo:eu-repo/semantics/bachelorThesis
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1feng
dc.type.driverinfo:eu-repo/semantics/bachelorThesiseng
dc.type.localTesis/Trabajo de grado - Monografía – Pregradospa
dc.type.versioninfo:eu-repo/semantics/acceptedVersion
dc.type.versionhttp://purl.org/coar/version/c_ab4af688f83e57aa

Archivos

Bloque original

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
TE-23902.pdf
Tamaño:
3.09 MB
Formato:
Adobe Portable Document Format
Descripción:

Bloque de licencias

Mostrando 1 - 1 de 1
No hay miniatura disponible
Nombre:
license.txt
Tamaño:
1.71 KB
Formato:
Item-specific license agreed upon to submission
Descripción: