The impact of using digital resources to gamify EFL lessons

dc.audiencegeneralPublic
dc.contributorFlores González, Norma
dc.contributor.advisorFlores González, Norma; 0000-0002-4967-8854
dc.contributor.authorMendoza González, Andrés Alberto
dc.date.accessioned2024-03-22T15:32:57Z
dc.date.available2024-03-22T15:32:57Z
dc.date.issued2023-11
dc.description.abstract"This thesis research intends to analyze how the implementation of a techno-pedagogical design that uses digital resources such as Wordwall, Kahoot! Canva, Padlet, Nearpod, Seesaw, Voki, and Coggle affects the learning process of EFL students of IPN’s CELEX, concerning their proficiency level and what their perceptions are about the implementation of these digital resources. IPN's CELEX is currently implementing its Program General Institutional de Ingles, an institutional EFL teaching policy highlighting the use of technology to teach foreign languages. With this in mind, this thesis research adopted a quantitative approach, intending to produce research regarding OERs, gamification, and their implementation with CELEX's population. Four instruments were used to gather the data: a pre-test, a post-test, the implementation of a techno-pedagogical design as a treatment, and a Likert-scale questionnaire to identify the students’ perception of using digital resources and gamification in their EFL learning process. The test instruments were applied to a control group and an experimental group. The results demonstrated that the experimental group students increased their EFL proficiency level, showed a positive perception concerning the implementation of technology in their EFL classes, and fostered different skills related to speaking, vocabulary and grammar practice, reading, collaboration, and digital literacy".
dc.folio20231124112453-9418-T
dc.formatpdf
dc.identificator4
dc.identifier.urihttps://hdl.handle.net/20.500.12371/20286
dc.language.isoeng
dc.matricula.creator221461695
dc.publisherBenemérita Universidad Autónoma de Puebla
dc.rights.accesopenAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0
dc.subject.classificationHUMANIDADES Y CIENCIAS DE LA CONDUCTA
dc.subject.lccInglés--Estudio y enseñanza (Superior)--Hablantes extranjeros
dc.subject.lccAdquisición de segunda lengua--Estudio de casos
dc.subject.lccEnseñanza--Materiales auxiliares
dc.subject.lccEstrategias de aprendizaje
dc.subject.lccTecnología educativa
dc.subject.lccEnseñanza asistida por computadora
dc.subject.lccJuegos educativos
dc.thesis.careerMaestría en la Enseñanza del Inglés
dc.thesis.degreedisciplineÁrea de Ciencias Sociales y Humanidades
dc.thesis.degreegrantorFacultad de Lenguas
dc.thesis.degreetoobtainMaestro en la Enseñanza del Inglés
dc.titleThe impact of using digital resources to gamify EFL lessons
dc.typeTesis de maestría
dc.type.conacytmasterThesis
dc.type.degreeMaestría
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