Sánchez Hérnandez, VerónicaEncinas Prudencio, Ma. FátimaPuón Castro, YonatanGarcía Altuzar, Alan2021-01-262021-01-262020-10https://hdl.handle.net/20.500.12371/10192“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.”pdfengHUMANIDADES Y CIENCIAS DE LA CONDUCTAInglés--Estudio y enseñanza--Hablantes extranjeros--InvestigaciónInglés--Estudio y enseñanza--Innovaciones tecnológicasAdquisición de segunda lengua--Estudio de casosEstrategias de aprendizajeVideojuegos en la educaciónVideojuegos y adolescentesGamifying the EFL classroom: understanding the power of the gamification of educationTesis de maestríaopenAccess