Gamifying the EFL classroom: understanding the power of the gamification of education

dc.audiencegeneralPublices_MX
dc.contributorSánchez Hérnandez, Verónica
dc.contributorEncinas Prudencio, Ma. Fátima
dc.contributorPuón Castro, Yonatan
dc.contributor.authorGarcía Altuzar, Alan
dc.creatorGARCIA ALTUZAR, ALAN; 695144
dc.date.accessioned2021-01-26T15:06:12Z
dc.date.available2021-01-26T15:06:12Z
dc.date.issued2020-10
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.folio20201208120133-7012-Tes_MX
dc.formatpdfes_MX
dc.identificator4es_MX
dc.identifier.urihttps://hdl.handle.net/20.500.12371/10192
dc.language.isoenges_MX
dc.matricula.creator215460677es_MX
dc.publisherBenemérita Universidad Autónoma de Pueblaes_MX
dc.rights.accesopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0es_MX
dc.subject.classificationHUMANIDADES Y CIENCIAS DE LA CONDUCTAes_MX
dc.subject.lccInglés--Estudio y enseñanza--Hablantes extranjeros--Investigaciónes_MX
dc.subject.lccInglés--Estudio y enseñanza--Innovaciones tecnológicases_MX
dc.subject.lccAdquisición de segunda lengua--Estudio de casoses_MX
dc.subject.lccEstrategias de aprendizajees_MX
dc.subject.lccVideojuegos en la educaciónes_MX
dc.subject.lccVideojuegos y adolescenteses_MX
dc.thesis.careerMaestría en la Enseñanza del Ingléses_MX
dc.thesis.degreedisciplineÁrea de Ciencias Sociales y Humanidadeses_MX
dc.thesis.degreegrantorFacultad de Lenguases_MX
dc.thesis.degreetoobtainMaestro en la Enseñanza del Ingléses_MX
dc.titleGamifying the EFL classroom: understanding the power of the gamification of educationes_MX
dc.typeTesis de maestríaes_MX
dc.type.conacytmasterThesises_MX
dc.type.degreeMaestríaes_MX
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