Gamifying the EFL classroom: understanding the power of the gamification of education
dc.audience | generalPublic | es_MX |
dc.contributor | Sánchez Hérnandez, Verónica | |
dc.contributor | Encinas Prudencio, Ma. Fátima | |
dc.contributor | Puón Castro, Yonatan | |
dc.contributor.author | García Altuzar, Alan | |
dc.creator | GARCIA ALTUZAR, ALAN; 695144 | |
dc.date.accessioned | 2021-01-26T15:06:12Z | |
dc.date.available | 2021-01-26T15:06:12Z | |
dc.date.issued | 2020-10 | |
dc.description.abstract | “The current research focuses on the effects of gamifying the English as a foreign language (EFL) classroom in both teachers and students’ as well as their experiences on bringing such concept into their classrooms. In order to do so, this first chapter will first provide a description of the problem that this research aims to deal with. Likewise, the main objectives of this investigation will be explained followed by the research questions that guided the project. Finally, the contribution and significance of this study to the EFL field will be discussed to then proceed to provide some relevant definitions of concepts related to this research. In Chapter Two, the relevant theoretical framework that constitutes the concepts for the gamification of education for the following study is presented. Chapter Three elaborates on the methodological procedures followed for the development of this project by describing the setting, participants and instruments. Chapter Four illustrates the data collection method as well as the data analysis. Finally, Chapter Five discusses the findings, conclusions, implications and limitations of the study. In addition, suggestions for the implementation of further research will be given in order to contribute to the improvement of future research on the field.” | es_MX |
dc.folio | 20201208120133-7012-T | es_MX |
dc.format | es_MX | |
dc.identificator | 4 | es_MX |
dc.identifier.uri | https://hdl.handle.net/20.500.12371/10192 | |
dc.language.iso | eng | es_MX |
dc.matricula.creator | 215460677 | es_MX |
dc.publisher | Benemérita Universidad Autónoma de Puebla | es_MX |
dc.rights.acces | openAccess | es_MX |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0 | es_MX |
dc.subject.classification | HUMANIDADES Y CIENCIAS DE LA CONDUCTA | es_MX |
dc.subject.lcc | Inglés--Estudio y enseñanza--Hablantes extranjeros--Investigación | es_MX |
dc.subject.lcc | Inglés--Estudio y enseñanza--Innovaciones tecnológicas | es_MX |
dc.subject.lcc | Adquisición de segunda lengua--Estudio de casos | es_MX |
dc.subject.lcc | Estrategias de aprendizaje | es_MX |
dc.subject.lcc | Videojuegos en la educación | es_MX |
dc.subject.lcc | Videojuegos y adolescentes | es_MX |
dc.thesis.career | Maestría en la Enseñanza del Inglés | es_MX |
dc.thesis.degreediscipline | Área de Ciencias Sociales y Humanidades | es_MX |
dc.thesis.degreegrantor | Facultad de Lenguas | es_MX |
dc.thesis.degreetoobtain | Maestro en la Enseñanza del Inglés | es_MX |
dc.title | Gamifying the EFL classroom: understanding the power of the gamification of education | es_MX |
dc.type | Tesis de maestría | es_MX |
dc.type.conacyt | masterThesis | es_MX |
dc.type.degree | Maestría | es_MX |
Files
Original bundle
1 - 2 of 2

- Name:
- 20201208120133-7012-Carta.pdf
- Size:
- 2.13 MB
- Format:
- Adobe Portable Document Format
- Description:
Loading...
- Name:
- 20201208120133-7012-T.pdf
- Size:
- 1001.32 KB
- Format:
- Adobe Portable Document Format
- Description:
License bundle
1 - 1 of 1

- Name:
- license.txt
- Size:
- 1.71 KB
- Format:
- Item-specific license agreed upon to submission
- Description: