El uso de gamificación en el aula de inglés para aumentar el vocabulario en principiantes (nivel a1)

Authors

DOI:

https://doi.org/10.35381/e.k.v5i9.1662

Keywords:

Educational games, simulation games, team teaching. (Tesauro UNESCO).

Abstract

El presente estudio de métodos mixtos examinó el efecto de la gamificación en la adquisición de vocabulario de estudiantes de Desarrollo de Software matriculados en un curso de inglés A1 en un Instituto de Educación Superior en Cuenca, Ecuador. Los participantes fueron divididos en un grupo experimentales y de control; los primeros recibieron instrucción mediante varias plataformas digitales, mientras que los últimos fueron expuestos a metodologías tradicionales. Luego de dos semanas, se observó un aumento estadísticamente significativo en el vocabulario del grupo experimental. Se concluyó que la gamificación tuvo un impacto más positivo en la adquisición de vocabulario y la motivación de los estudiantes que las metodologías tradicionales. Se concluyó que la gamificación es una herramienta efectiva y dinámica para la clase de inglés. Se incluyen recomendaciones y un plan de enseñanza.

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Published

2021-01-01

How to Cite

León-Flores, C. L., & Vega-Auquilla, M. V. (2021). El uso de gamificación en el aula de inglés para aumentar el vocabulario en principiantes (nivel a1). EPISTEME KOINONIA, 5(9), 30–55. https://doi.org/10.35381/e.k.v5i9.1662

Issue

Section

De Investigación

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