Please use this identifier to cite or link to this item: https://repository.uniminuto.edu/handle/10656/10253
Full metadata record
DC FieldValueLanguage
dc.contributor.advisorConcha Vargas, Sebastian
dc.contributor.authorPáez Molina, Jesús David
dc.coverage.spatialBogotá D.C.es_ES
dc.date.accessioned2020-07-17T19:36:15Z
dc.date.available2020-07-17T19:36:15Z
dc.date.issued2020-06-03
dc.identifier.citationPáez, J. (2020). Graphic visual novels impact on students’ reading comprehension skills. (Trabajo de grado). Corporación Universitaria Minuto de Dios, Bogotá - Colombia.es_ES
dc.identifier.urihttps://hdl.handle.net/10656/10253
dc.descriptionTo value 6th Grade students’ perceptions at John Dewey School when using Graphic/Visual novel videogames to enhance their EFL reading comprehension skills during first semester 2019.en_US
dc.description.abstractThe following Research implies a proposal in which students can have an impact when they interact with a series of Graphic/Visual videogame in the classroom to practice their EFL reading comprehension skills (Purposeful Reading, Skimming, Scanning). The proposal of involving students with videogames is not new as several researchers have worked with videogames inside the EFL classroom. As a result, many of the projects have had positive responses in the EFL areas they have aimed to improve. For example, some of the researches that are described in the literature review have proved that students have increased their cognitive skills when learning new vocabulary such as videogames commands when playing. Other results have demonstrated how teachers have used these tools effectively as authentic material; defined as what teachers involves in the classroom that is appropriate and have quality in terms of the meaning of English learning communication (Rogers as cited in Kilickaya, 2004).en_US
dc.format.extent175 páginases_ES
dc.format.mimetypeapplication/pdfen_US
dc.language.isoenen_US
dc.publisherCorporación Universitaria Minuto de Dioses_ES
dc.rightsAtribución-NoComercial-SinDerivadas 2.5 Colombiaes_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/co/es_ES
dc.sourcereponame: Colecciones Digitales Uniminutoes_ES
dc.sourceinstname: Corporación Universitaria Minuto de Dioses_ES
dc.subjectVideojuegosen_US
dc.subjectVisualen_US
dc.subjectNovelsen_US
dc.subjectGraphicen_US
dc.titleGraphic visual novels impact on students’ reading comprehension skillsen_US
dc.typeThesisen_US
dc.subject.lembVideojuegoses_ES
dc.subject.lembVisuales_ES
dc.subject.lembGráficases_ES
dc.rights.licenseOpen Accessen_US
dcterms.bibliographicCitationAstete, M. G. (2014). Videojuegos para apoyar el desarrollo de competencias TIC en la formación docente. Revista deEducación a Distancia, (44).
dcterms.bibliographicCitationAnderson, N. J., & Hubley, N. (2003). Active skills for reading. Thomson/Heinle.
dcterms.bibliographicCitationAvila, J., & Torres, N. G. (2017). Improving Reading Comprehension Skills Trough Reading Strategies Used By A Group Of Foreign Language Learners. Revista Digital Palabra, 1(1), 18-31.
dcterms.bibliographicCitationBaker, L., & Brown, A. L. (1984). Metacognitive skills and reading. Handbook of reading research, 1(353), V394.
dcterms.bibliographicCitationBurns, A. (2009). Doing action research in English language teaching: A guide for practitioners. Routledge.
dcterms.bibliographicCitationCasañ Pitarch, R. (2017). Videojuegos en la enseñanza de lenguas extranjeras: actividades y recursos para el aprendizaje. Tonos Digital, (33), 1-28.
dcterms.bibliographicCitationContreras León, Janeth Juliana, & Chapetón Castro, Claudia Marcela. (2016). Cooperative Learning With a Focus on the Social: A Pedagogical Proposal for the EFL Classroom. How, 23(2), 125-147. https://dx.doi.org/10.19183/how.23.2.321
dcterms.bibliographicCitationCorrea García, R. I., Duarte Hueros, A., & Guzmán Franco, M. (2017). Horizontes educativos de los videojuegos: propuestas y reflexiones de futuros maestros y educadores sociales. Educar, 53(1), 0067-88.
dcterms.bibliographicCitationCook-Sather, A. (2002). Authorizing Students’ Perspectives: Toward Trust, Dialogue, and Change in Education. Educational Researcher, 31(4), 3–14. https://doi.org/10.3102/0013189X031004003
dcterms.bibliographicCitationCooper, P., & McIntyre, D. (1996). Effective teaching and learning: Teachers' and students' perspectives. McGraw-Hill Education (UK).
dcterms.bibliographicCitationCouncil of Europe. Council for Cultural Co-operation. Education Committee. Modern Languages Division. (2001). Common European Framework of Reference for Languages: learning, teaching, assessment. Cambridge University Press.
dcterms.bibliographicCitationCarr, W., & Kemmis, S. (1986). Becoming Critical: Education. Knowledge and Action Research. London: Falmer
dcterms.bibliographicCitationCreswell, J. W. (2005). Planning, conducting, and evaluating quantitative and qualitative research: Educational research.
dcterms.bibliographicCitationDiaz, N., Martín., A. Buitrago, A. (2017). La novela gráfica como herramienta pedagógica para la enseñanza de la historia de la lengua española. Corporación Universitaria Minuto de Dios, Bogotá, Colombia. Recuperado de: http://hdl.handle.net/10656/5101
dcterms.bibliographicCitationDudovskiy, J. (2016). The ultimate guide to writing a dissertation in business studies: A step-by-step assistance. Pittsburgh, USA.
dcterms.bibliographicCitationDuffy, T. M., & Jonassen, D. H. (2013). Constructivism and the technology of instruction: A conversation. Routledge.
dcterms.bibliographicCitationEdge, J. (2001). Action Research. Case Studies in TESOL Practice Series. Teachers of English to Speakers of Other Languages, Inc., 700 South Washington Street, Alexandria, VA 22314; Tel.: 703-836-0774
dcterms.bibliographicCitationEsposito, N. (2005). A short and simple definition of what a videogame is.
dcterms.bibliographicCitationFelicia, P. (2009). Digital games in schools: Handbook for teachers.
dcterms.bibliographicCitationFrey, N., & Fisher, D. (2008). Teaching visual literacy: Using comic books, graphic novels, anime, cartoons, and more to develop comprehension and thinking skills. Corwin Press. Retrieved from: https://books.google.es/books?hl=en&lr=&id=cb4xcSFkFtsC&oi=fnd&pg=PR7&dq=visual+novels&ots=EyGHpVJBn9&sig=xiOsJLlzlMxYGPq4hDAzm2SWzVw#v=onepage&q=visual%20novels&f=false
dcterms.bibliographicCitationGee, J. P. (2001). Reading as situated language: A sociocognitive perspective. Journal of adolescent & adult Literacy, 44(8), 714-725.
dcterms.bibliographicCitationGee, J. P. (2003). Good video-games. Good learnings. EEUU: University of Wisconsin –Madison.
dcterms.bibliographicCitationGee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), p.p. 20-20
dcterms.bibliographicCitationGray, R. (2003). The dynamics of the language classroom: ELT. ELT Journal, 57(2), 210. Retrieved from https://search-proquest-com.ezproxy.uniminuto.edu/docview/236308668?accountid=48797
dcterms.bibliographicCitationHancock, B., Ockleford, E., & Windridge, K. (2001). An introduction to qualitative research. Trent focus group
dcterms.bibliographicCitationHeyworth, F. (2006). The common European framework.ELT Journal, 60(2), 181-183.
dcterms.bibliographicCitationJaramillo, J. A. (1996). Vygotsky's sociocultural theory and contributions to the development of constructivist curricula. Education, 117(1), 133-141.
dcterms.bibliographicCitationKern, R. (2006). Perspectives on technology in learning and teaching languages. Tesol Quarterly, 40(1), 183-210.
dcterms.bibliographicCitationKilickaya, F. (2004). Authentic materials and cultural content in EFL classrooms. Online Submission, 10(7). Retrieved from: https://files.eric.ed.gov/fulltext/ED570173.pd
dcterms.bibliographicCitationLonghurst, R. (2003). Semi-structured interviews and focus groups. Key methods in geography, 3(2), 143-156.
dcterms.bibliographicCitationMikulecky, B. S. (2008). Teaching reading in a second language. Recuperado de http://longmanhomeusa.com
dcterms.bibliographicCitationNunan, R, (2003), Pratical English Language Teaching, New York USA, Editorial McGraw Hill.
dcterms.bibliographicCitationOjeda, D. (2018, mayo, 5). ¿Qué sabe Google sobre ti a partir de los videojuegos que consumes? El Espectador. Recuperado de: https://www.elespectador.com/tecnologia/que-sabe-google-de-ti-sobre-los-videojuegos-que-consumes-articulo-754176
dcterms.bibliographicCitationRios, S., Alvarez, M,. Idarraga, S. (2017). Los videojuegos, una realidad para la educación de los niños del C.E.R Buenos Aires, municipio de Santa Rosa de Osos, Antioquia. Corporación Universitaria Minuto de Dios. Recuperado de: http://hdl.handle.net/10656/6096
dcterms.bibliographicCitationRojas, Ronal (2015). Digital natives: a proposal to design a videogame-based syllabus to develop communicative skills in children. Corporación Universitaria Minuto de Dios, Bogotá Colombia. Retrieved from: http://hdl.handle.net/10656/3400
dcterms.bibliographicCitationRoopa, S., & Rani, M. S. (2012). Questionnaire designing for a survey. Journal of Indian Orthodontic Society, 46(4_suppl1), 273-277.
dcterms.bibliographicCitationRozo Cabra, M. J., & González, F. (2016). Videojuegos: Una alternativa innovadora para el aprendizaje del Inglés(Doctoral dissertation, Corporación Universitaria Minuto de Dios-Universidad Tecnológica de Bolivar (Convenio).).
dcterms.bibliographicCitationSaldana, J., & Omasta, M. (2017). Analyzing documents, artifacts, and visual materials. Qualitative Research: Analyzing Life, 63, 88.
dcterms.bibliographicCitationSampedro Requena, B. E., Muñoz González, J. M., & Vega Gea, E. (2017). El videojuego digital como mediador del aprendizaje en la etapa de Educación Infantil. Educar, 53(1), 89-107. doi:10.5565/rev/educar.850
dcterms.bibliographicCitationSmajoyful. (2014). The Walking Dead: Season 1 Game Review. [Imagen]. Recuperado de: https://glamorousgamergirls.wordpress.com/2014/04/19/the-walking-dead-game-season-1-review/
dcterms.bibliographicCitationThe Walking Dead (Videojuego) (Sin fecha). En Wikipedia. Retrieved from: 15 de Marzo del 2019,: https://es.wikipedia.org/wiki/The_Walking_Dead_(videojuego)
dcterms.bibliographicCitationTorres, N. G., & Constain, J. J. Á. (2009). Improving Reading Comprehension Skills through Reading Strategies Used by a Group of Foreign Language Learners. HOW Journal, 16(1), 55-70.
dcterms.bibliographicCitationUmar, H. (2018). A Study of English Language Teachers' Reading Skills Activities and their Alignment with the Curriculum Objectives. Journal of Research in Social Sciences, 6(1), 20-40.
dcterms.bibliographicCitationWastiau, P., Kearney, C., & Van den Berghe, W. (2009). How are digital games used in schools? Synthesis report.
dcterms.bibliographicCitationWePC (s.f). Video Gaming Industry Overview. [Anuncios https://www.wepc.com/news/video-game-statistics/
dcterms.bibliographicCitationWhitehead, D., & Whitehead, L. (2016). Sampling data and data collection in qualitative research.
dcterms.bibliographicCitationWright, E. (2018). Mixed realism: Videogames and the violence of fiction. Retrieved from: https://doi.org/10.1177/1461444818764422
dc.publisher.departmentPregrado (Presencial)es_ES
dc.publisher.programLicenciatura en Idioma Extranjero - Ingléses_ES
dc.type.spaTrabajo de Gradoes_ES
Appears in Collections:Licenciatura en Idioma Extranjero - Inglés



This item is licensed under a Creative Commons License Creative Commons