Gamification as a strategy for teaching English in virtual mode

Authors

DOI:

https://doi.org/10.35381/e.k.v4i8.1350

Keywords:

Information technology, Knowledge management, Educational technology. (Words taken from the UNESCO Thesaurus).

Abstract

The COVID 19 pandemic has challenged humanity, specifically in the area of education. It was proposed to analyze how gamification can contribute to the teaching of English in a virtual education. Of a transversal descriptive type, based on the application of Gamification during unit eight of English for fifths of elementary school in the Inter-American Bilingual Educational Unit of the city of Cuenca-Ecuador as a strategy for the teaching of English. Gamification allows the use of a wide range of mobile devices, applications and adapts to a virtual education, both synchronous and asynchronous. Thus, to analyze their influence on the educational process, a post-proposal survey is applied to identify the proposal's influence skills.

Downloads

Download data is not yet available.

References

Bachelor, J. (2019). El aula presencial, semipresencial, virtual e invertida Un estudio comparativo de métodos didácticos en la enseñanza de L2 [The face-to-face, blended, virtual and flipped classroom A comparative study of didactic methods in the teaching of L2]. Revista Educación, 43(2). https://doi.org/10.15517/revedu.v43i2.34014

Banco Mundial. (2020). Covid-19: Impacto en la educación y respuestas de política pública [Covid-19: Impact on Education and Public Policy Responses]. https://n9.cl/p5zy

Barrantes-Alpizar, B., Corrales Torres, E., Gonzales Rodríguez, V., Pereira Perez, Z., & Rodrpiguez Fallas, E. (2007). Estrategias metodológicas utilizadas por docentes que atienden niñas y niños preescolares de 2 a 4 años de edad [Methodological strategies used by teachers who serve preschool girls and boys from 2 to 4 years of age]. Revista Electrónica Educare, XI, 119–139. https://n9.cl/4iz8gz

CEPAL-UNESCO (2020). La educación en tiempos de la pandemia de COVID-19 [Education in times of the COVID-19 pandemic]. https://n9.cl/b613e

Diez Rioja, J. C., Bañeres Besora, D., & Serra Vizern, M. (2017). Experiencia de gamificación en Secundaria en el Aprendizaje de Sistemas Digitales [Gamification experience in Secondary in Learning Digital Systems]. Education in the Knowledge Society, 18(2), 85–105. https://n9.cl/d8jvp

Gee, J. P. (2003). What video games have to teach us about learning and literacy. https://n9.cl/ly3fj

Guevara, C. (2018). Estrategias de gamificación aplicadas al desarrollo de competencias digitales docentes [Gamification strategies applied to the development of teaching digital skills]. https://n9.cl/2qdob

Jabeen, S. S., & Thomas, A. J. (2015). Effectiveness of Online Language Learning. Proceeding of the World Congresss on Engineering and Computer Science. https://n9.cl/jg8jl

Martínez, G. (2017). Tecnologías y nuevas tendencias en educación: aprender jugando. El caso de Kahoot [Technologies and new trends in education: learning by playing. Kahoot’s case]. Opción, 33(83), 252–277. https://n9.cl/nctne

Martínez-Uribe, C. (2008). La educación a distancia: sus características y necesidad en la educación actual [Distance education: its characteristics and needs in current education]. Educación, 17(33).

MINEDUC. (2020). Currículo Priorizado [Prioritized Curriculum]. https://n9.cl/cndot

Ministerio de Educación del Ecuador MINEDUC. (2016). Currículo de los niveles de educación obligatoria [Curriculum of compulsory education levels]. https://n9.cl/ntwr

Ricoy, M.C., & Álvarez Perez, S. (2016). La enseñanza del inglés en la educación básica de personas jóvenes y adultas [Teaching English in basic education for young people and adults]. Revista Mexicana de Investigación Educativa, 21, 385–409. https://n9.cl/dpbg

Subdireccion de curriculum y evaluacion. (2017). Manual de estrategias didacticas: orientaciones para su seleccion [Teaching strategies manual: guidelines for their selection]. https://n9.cl/ufls

Tejedor, S., Cervi, L., Tusa, F., & Parola, A. (2020). Educación en tiempos de pandemia: reflexiones de alumnos y profesores sobre la enseñanza virtual universitaria en España, Italia y Ecuador [Education in times of pandemic: reflections of students and teachers on virtual university education in Spain, Italy and Ecuador]. Revista Latina De Comunicación Social, (78), 19-40. https://doi.org/10.4185/RLCS-2020-1466

Valenzuela, M. J., Romero, K., Vidal-silva, C., & Philominraj, A. (2016). Factores que influyen en el aprendizaje del idioma inglés de nivel inicial en una universidad chilena [Factors influencing entry-level English language learning in a Chilean university]. Formación Universitaria, 9(6), 63–71. https://doi.org/10.4067/S0718-50062016000600006

Published

2021-07-01

How to Cite

Riera-Astudillo, J. G., García-Herrera, D. G., & Mena-Clerque, S. E. (2021). Gamification as a strategy for teaching English in virtual mode. EPISTEME KOINONIA, 4(8), 147–163. https://doi.org/10.35381/e.k.v4i8.1350

Issue

Section

De Investigación

Most read articles by the same author(s)

1 2 3 4 5 6 > >>