Effectiveness of gamification strategies that incorporate video games to improve language learning in a private school
| dc.contributor.advisor | Buitrago Rojas, Luis Eduardo | |
| dc.contributor.author | Aguja Arévalo, Santiago | |
| dc.coverage.spatial | Bogotá D.C. | |
| dc.date.accessioned | 2025-10-25T16:48:26Z | |
| dc.date.available | 2025-10-25T16:48:26Z | |
| dc.date.issued | 2025-05-27 | |
| dc.description | To propose gamification strategies incorporating video games to enhance language acquisition among high school students in cycles 3 and 4 at a private school. To determine the effectiveness of applying gamification strategies that incorporate video games in students from cycles 3 and 4 at a private school to improve language acquisition | |
| dc.description.abstract | The present study aimed to propose gamification strategies through the incorporation of video games to strengthen second language acquisition in students from cycles 3 and 4 at a private school. A qualitative methodology with an ethnographic approach was employed, using instruments such as surveys, observations, and interviews to analyze the impact of video games on English learning. The results showed that participants perceived the use of video games in the classroom positively, highlighting an increase in motivation, vocabulary acquisition, and improvement in pronunciation. However, challenges were identified, such as the appropriate selection of video game genres and the management of classroom time. In conclusion, it was demonstrated that video games, when strategically applied, support language learning through immersive and motivating environments, representing a valid alternative to traditional methodologies. | |
| dc.description.abstract | Este estudio tuvo como objetivo proponer estrategias de gamificación mediante el uso de videojuegos para fortalecer la adquisición del inglés en estudiantes de 3.º y 4.º ciclo de un colegio privado. Se adoptó un enfoque cualitativo etnográfico, utilizando encuestas, observaciones y entrevistas. Los resultados evidenciaron una percepción positiva hacia los videojuegos, destacando mejoras en motivación, vocabulario y pronunciación. No obstante, surgieron desafíos como la selección del tipo de videojuego y la gestión del tiempo en clase. Se concluye que los videojuegos, aplicados estratégicamente, pueden ser una alternativa eficaz a los métodos tradicionales. | |
| dc.format.extent | 77 páginas | |
| dc.identifier.citation | Aguja Arévalo, S.(2025).Effectiveness of gamification strategies that incorporate video games to improve language learning in a private school.[Monografía, Corporación Universitaria Minuto de Dios-UNIMINUTO].Repositorio UNIMINUTO. | |
| dc.identifier.uri | https://hdl.handle.net/10656/22323 | |
| dc.language.iso | en | |
| dc.publisher | Corporación Universitaria Minuto de Dios – UNIMINUTO | |
| dc.publisher.department | Pregrado (Presencial) | |
| dc.publisher.program | Licenciatura en lenguas extranjeras con énfasis en inglés | |
| dc.rights | Acceso Abierto - http://purl.org/coar/access_right/c_abf2 | |
| dc.rights.license | http://creativecommons.org/licenses/by-nc-nd/4.0/ | |
| dc.subject.keywords | Video games | |
| dc.subject.keywords | education | |
| dc.subject.keywords | strategy | |
| dc.subject.keywords | implementation | |
| dc.subject.keywords | student | |
| dc.subject.keywords | : Videojuegos | |
| dc.subject.keywords | educación | |
| dc.subject.keywords | estrategia | |
| dc.subject.keywords | implementación | |
| dc.subject.keywords | estudiante | |
| dc.subject.lemb | Ingles - Enseñanza | |
| dc.subject.lemb | Lenguas Germanicas | |
| dc.subject.lemb | Educación | |
| dc.title | Effectiveness of gamification strategies that incorporate video games to improve language learning in a private school | |
| dc.type | Monografía | |
| dc.type.coar | thesis | |
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