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Browsing by Author "Espinosa Reynoso, Alejandro"

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    Tesis de maestría
    The impact of gamification on learning basic biology scientific concepts in a foreign language at a public high school
    (Benemérita Universidad Autónoma de Puebla, 2025-11) Espinosa Reynoso, Alejandro; Espinosa Reynoso, Alejandro; 0000-0002-7618-8981; Flores González, Norma; 0000-0002-4967-8854; Flores González, Efigenia; 0000-0002-8340-9340
    "Students who tend to engage in traditional classroom settings have been a persistent concern in science education (Pascarella & Terenzini, 2005). Some studies indicate that having low engagement can lead to negative consequences such as decreased academic performance, higher dropout rates, and reduced motivation (Fredricks et al., 2004). Furthermore, traditional teaching methods often face several challenges that can hinder student learning, motivation, and engagement despite giving basic foundations. These methods typically rely on passive learning techniques and may not be adequate to engage students (Prensky, 2001). However, gamification, which is defined as the integration of game design elements into non-game contexts (Deterding et al., 2001), offers a potential solution to increase motivation and improve learning (Sailer et al., 2017). This study aims to identify whether a gamified approach can enhance students understanding of scientific concepts and promote a positive attitude towards science. To achieve this goal, a mixed-method approach was employed with a sample of high school L2 biology students. Quantitative data focused on performance and qualitative data concentrated on the assessment of student attitudes. A group underwent pre- and post-tests to measure their biology knowledge and skills and their perceptions of the gamified course were conducted through a questionnaire and an interview".
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    Tesis de licenciatura
    The influence of video games in young adults for learning english
    (Benemérita Universidad Autónoma de Puebla, 2015-05) Espinosa Reynoso, Alejandro; ROSAS ALVAREZ, MARITZA DEL CARMEN; 0000-0003-2262-4183
    "It has been observed in "La Plaza de la Tecnología", there are young adults playing video games but at the same time inferring the meaning of the English instruction. During this activity I can see they are both enjoying the game and learning English. The effectiveness of using educational software programs found positive effects in the player and they can be a good tool to improve English in young adults. Having contact with them allow people to learn a lot of things while they enjoy the experience of the game itself. This project has the purpose to describe how video games help young adults to learn English in "La Plaza de la Tecnología". The everyday contact with video games improve their language skills in a significant way. Despite the stuff they can learn within the classroom, spending hours playing video games in English increase their vocabulary, grammar, etc. The exposure to video games in English helps young adults to learn "Unconsciously" the language. These individuals learn by doing and are actively seeking out the cognitive challenges presented in video games (Steinkuehler, 2005)."
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