Propuesta de un Ambiente Virtual Gamificado para Fortalecer la Habilidad Oral en Estudiantes Adultos

dc.contributor.advisorHerrera Mateus, Catalina
dc.contributor.authorRamos Soza, Angélica Tatiana
dc.contributor.authorJimenez Rincón, Juliana
dc.contributor.corporatenameUniversidad Santo Tomás
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001490469
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002194710
dc.contributor.googlescholarhttps://scholar.google.com/citations?user=4ah2ZUwAAAAJ&hl=es&oi=ao
dc.contributor.orcidhttps://orcid.org/0000-0002-9703-8608
dc.contributor.orcidhttps://orcid.org/0009-0007-8876-859X
dc.date.accessioned2025-07-07T11:41:52Z
dc.date.available2025-07-07T11:41:52Z
dc.date.issued2025-07-04
dc.descriptionEsta investigación analiza los obstáculos extrínsecos e intrínsecos que dificultan el desarrollo de la habilidad oral en inglés en ambientes virtuales bilingües para adultos de Languz Education S.A.S. con el fin de proponer una estrategia pedagógica gamificada situacional que responda a estas dificultades. A partir de un enfoque exploratorio, se aplicaron encuestas estructuradas y entrevistas semiestructuradas para recolectar datos cualitativos y cuantitativos sobre las percepciones y experiencias de los estudiantes en el aprendizaje de la lengua extranjera inglés. Los hallazgos evidencian barreras como la ansiedad, el miedo a equivocarse, la falta de confianza, la escasa retroalimentación efectiva y las limitadas oportunidades de práctica oral. Además, se identificó una marcada preferencia por metodologías activas y lúdicas. Esta propuesta aporta a los estudios sobre motivación en la enseñanza del inglés como lengua extranjera (EFL), ofreciendo un análisis contextualizado de los retos que enfrentan los adultos en entornos virtuales, y plantea soluciones pedagógicas innovadoras centradas en la gamificación situacional.
dc.description.abstractThis research analyzes the extrinsic and intrinsic obstacles that hinder the development of English-speaking skills in bilingual virtual environments for adult learners at Languz Education S.A.S. Its main aim is to propose a situational gamified pedagogical strategy that addresses these challenges. Using an exploratory approach, structured surveys and semi-structured interviews were conducted to gather both qualitative and quantitative data on students' feelings and experiences. The findings reveal barriers such as anxiety, fear of making mistakes, lack of confidence, limited effective feedback, and scarce opportunities for oral practice. Additionally, a strong preference for active and playful methodologies was found. This proposal contributes to studies on motivation in English as a Foreign Language (EFL) teaching by offering a contextualized analysis of the challenges adult learners face in virtual settings, and by proposing innovative pedagogical solutions centered on situational gamification.
dc.description.degreelevelMaestríaspa
dc.description.degreenameMagíster en Ambientes Bilingües de Aprendizajespa
dc.format.mimetypeapplication/pdf
dc.identifier.citationJiménez Rincón, J. V. y Ramos Soza, A. T. (2025)Propuesta de un ambiente virtual gamificado para fortalecer la habilidad oral en estudiantes adultos. Trabajo de Maestría, Universidad Santo Tomásç. Repositorio institucional
dc.identifier.instnameinstname:Universidad Santo Tomásspa
dc.identifier.reponamereponame:Repositorio Institucional Universidad Santo Tomásspa
dc.identifier.repourlrepourl:https://repository.usta.edu.cospa
dc.identifier.urihttp://hdl.handle.net/11634/68126
dc.language.isospa
dc.publisherUniversidad Santo Tomásspa
dc.publisher.branchCRAI-USTA Bogotá
dc.publisher.facultyFacultad Educaciónspa
dc.publisher.programMaestría Ambientes Bilingües de Aprendizajespa
dc.relation.referencesAbraham, J., Landers, R., & Auer, E. (2020). Gamifying a situational judgment test with immersion and control game elements. Journal of Managerial Psychology.
dc.relation.referencesAbrar, M., Fajaryani, N., Masbirorotni, M., Gustin, R. A., & Ningsih, A. W. (2024). EFL learners’ challenges to speak English in online speaking classes: a qualitative inquiry. Jurnal Kependidikan, 8(2), 179–195.
dc.relation.referencesAlbarqi, H. M. (2024). The effect of TBLT on EFL learners’ oral production: A CAF-focused analysis. Theory and Practice in Language Studies, 14(2), 345–356.
dc.relation.referencesAlhumsi, M. H. (2024). Challenges of learning speaking skills in online learning environments: A study of Jordanian EFL teachers’ perceptions. Journal of Education and E‑Learning Research, 11(4), 737–746.
dc.relation.referencesAl-Jarf, R. (2021). EFL speaking practice in distance learning during the coronavirus pandemic 2020-2021. International Journal of Research-GRANTHAALAYAH, 9(7), 179–196.
dc.relation.referencesAratea, M., & Pasubillo, M. (2024). Effects of game-based learning on improving grammar skills of grade 9 students. Journal of English as a Foreign Language Teaching and Research. https://www.researchgate.net/publication/384471846_Effects_of_Game Based_Learning_on_Improving_Grammar_Skills_of_Grade_9_Students/citation/download
dc.relation.referencesBozkurt, A., & Keefer, J. M. (2021). Participatory andragogy: Towards a theory of learning design for digital education. Asian Journal of Distance Education, 16(2), 1–20.
dc.relation.referencesBrown, H. D. (2007). Principles of language learning and teaching (5th ed.). Pearson Education.
dc.relation.referencesBraun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
dc.relation.referencesBraun, V., & Clarke, V. (2021). Thematic analysis: A practical guide. SAGE Publications.
dc.relation.referencesBruner, J. (1983). Child’s talk: Learning to use language. Norton.
dc.relation.referencesBygate, M. (2001). Speaking. Oxford University Press.
dc.relation.referencesBygate, M. (2018). Learning language through task repetition. John Benjamins Publishing Company.
dc.relation.referencesCongreso, I., Rojas, M., Moreno, U., Silva, J., & Macias, E. (2023). The Virtual Environments and Platforms in the Teaching of English. ESPOCH Congresses: The Ecuadorian Journal of S.T.E.A.M. https://doi.org/10.18502/espoch.v3i1.14459
dc.relation.referencesCuesta, R. (2020). Relación profesor-estudiante en entornos virtuales. Editorial Universitaria.
dc.relation.referencesDeci, E. L., & Ryan, R. M. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
dc.relation.referencesDeterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15).
dc.relation.referencesDewaele, J.-M. (2017). Psychological dimensions and foreign language anxiety. In The Routledge Handbook of Instructed Second Language Acquisition (pp. 433–450).
dc.relation.referencesDewaele, J.-M., & Li, C. (2021). Emotions in second language acquisition: A critical review and research agenda. Foreign Language Annals, 54(2), 456–473. https://www.researchgate.net/publication/339508599_Emotions_in_Second_Language_Ac quisition_A_critical_review_and_research_agenda
dc.relation.referencesDörnyei, Z. (2019). The psychology of the language learner: Individual differences in second language acquisition (2nd ed.)
dc.relation.referencesDörnyei, Z., & Ushioda, E. (2021). Teaching and researching motivation (3rd ed.).
dc.relation.referencesEscobar, J. (2021). Interacción en entornos virtuales y su efecto en la enseñanza de idiomas. Editorial Universitaria.
dc.relation.referencesEscobar, J., & Vásquez, M. (2021). Capacitación digital y eficacia de plataformas de aprendizaje en adultos. Editorial Investigativa.
dc.relation.referencesFaisal, K., Amalia, I., & Suaidi, A. (2023). An analysis of students’ ability in constructing conditional sentences (at the eleventh-grade students of SMA Negeri 1 Waringinkurung). Etnolingual, 7(2), 164–181. https://doi.org/10.20473/etno.v7i2.48733
dc.relation.referencesFithriani, R. (2018). Communicative game-based learning in EFL grammar class: Suggested activities and students’ perception. Journal of English Education and Linguistics Studies, 5(2), 171–188. https://doi.org/10.30762/jeels.v5i2.509
dc.relation.referencesFlores, R. (2020). Comunicación digital y análisis en el aprendizaje virtual. Ediciones Digitales.
dc.relation.referencesGarcía, M. D., & Miller, R. (2019). Disfemia y ansiedad en el aprendizaje de inglés como lengua extranjera. Revista Española de Discapacidad, 7(I), 87–109.
dc.relation.referencesGarcía, L., & Cuesta, R. (2022). Competencias digitales y rendimiento académico 90 en adultos. Editorial Académica.
dc.relation.referencesGarrison, D. R., Anderson, T., & Archer, W. (2001). Critical inquiry in a text-based environment: Computer conferencing in higher education. The Internet and Higher Education, 2(2–3), 87–105.
dc.relation.referencesGee, J. P. (2003). Video games have to teach us about learning and literacy. Palgrave Macmillan.
dc.relation.referencesGee, J. P. (2004). Situated language and learning: A critique of traditional schooling.
dc.relation.referencesGibbons, P. (2002). Scaffolding language, scaffolding learning. Heinemann.
dc.relation.referencesGuerra Muñoz, S. E. (2024). Estrategias de aprendizaje tecnológicas para desarrollar competencias digitales en adultos mayores. UPEC.
dc.relation.referencesHamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences.
dc.relation.referencesHarrison, A. (2023). Andragogy: Supporting adult learners. Cognia – Source. https://source.cognia.org/issue-article/andragogy-supporting-adult-learners/
dc.relation.referencesHarmer, J. (2015). The practice of English language teaching (5th ed.). Pearson Education Limited.
dc.relation.referencesHockly, N., & Dudeney, G. (2018). Current and future perspectives on technology enhanced language learning. RELC Journal, 49(1), 23–33.
dc.relation.referencesHoffmann, L., Ask, T., Sütterlin, S., Lugo, R., & Knox, B. (2023). Gamification is a neuroergonomic approach to improving interpersonal situational awareness in cyber defense. Frontiers in Education.
dc.relation.referencesHomner, L., & Sailer, M. (2019). The Gamification of Learning: Meta-analysis. Educational Psychology Review, 32, 77–112.
dc.relation.referencesHuang, H. M. (2002). Toward constructivism for adult learners in online learning environments. The International Review of Research in Open and Distributed Learning, 3(2), 1–16.
dc.relation.referencesJiménez Nájera, E. (2023). Aprendizaje autodirigido en adultos: Innovaciones y desafíos. Observatorio de Innovación Educativa. https://observatory.tec.mx/
dc.relation.referencesJohnson, M., & Woodcock, J. (2018). Gamification: What it is, and how to fight it. The Sociological Review, 66, 542–558.
dc.relation.referencesKapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
dc.relation.referencesKiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. In Proceedings of the 9th International Balkan Education and Science Conference (pp. 1 5).
dc.relation.referencesKrashen, S. D. (2003). Explorations in language acquisition and use: Taipei lectures. Heinemann.
dc.relation.referencesLave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press.
dc.relation.referencesLightbown, P. M. (2021). Focus on content-based language teaching. Oxford University Press.
dc.relation.referencesLópez, J., & Vélez, A. (2020). Psicología del desarrollo humano: La adultez. Universidad de los Andes.
dc.relation.referencesMacdonald, K. (2021, March 9). Supporting adult students by providing flexibility and resources. The Evolution. https://evolllution.com/attracting students/accessibility/supporting-adult-students-by-providing-flexibility-and-resources
dc.relation.referencesMaley, A., & Duff, A. (2005). Drama techniques: A resource book of communication activities for language teachers (3rd ed.). Cambridge University Press.
dc.relation.referencesMarenco Domínguez, J., & Juanías, J. (2024). Language learning strategies research in English as foreign language contexts: A systematic literature review. Journal of Education and Learning (EduLearn), 18, 471–479. https://doi.org/10.11591/edulearn.v18i2.21144
dc.relation.referencesMartin-Monje, E., Barcena, E., & Read, T. (2014). Peer-to-peer interaction and linguistic feedback in foreign language MOOCs. Profesorado, 18, 167–183.
dc.relation.referencesMercer, S. (2011). Towards an understanding of language learner self-concept. Springer.
dc.relation.referencesMerriam, S. B., Caffarella, R. S., & Baumgartner, L. M. (2012). Learning in adulthood: A comprehensive guide (3rd ed.). Jossey Bass.
dc.relation.referencesMerriam, S. B., & Bierema, L. L. (2014). Adult learning: Linking theory and practice. Jossey Bass.
dc.relation.referencesMerriam, S. B., & Bierema, L. (2014). Andragogía y el aprendizaje autodirigido. Editorial de Educación.
dc.relation.referencesMcLeod, S. (2024). Open coding in qualitative research. Simply Psychology. https://www.simplypsychology.org/open-coding.html
dc.relation.referencesMcTaggart, R., & Kemmis, S. (2000). Participatory action research (2nd ed.). Sage.
dc.relation.referencesMohammadabad, M., Jabbary, N., & Shirvani, K. (2024). Identifying Components 92 of Virtual Learning Culture in Higher Education Institutions. The International Journal of Education and Cognitive Sciences. https://doi.org/10.61838/kman.ijecs.5.1.7
dc.relation.referencesNguyen, T., Netto, C. L. M., Wilkins, J. F., Bröker, P., Vargas, E. E., Sealfon, C. D., … Rosado, J. F. (2020). Insights into students’ experiences and perceptions of remote learning methods: From the COVID-19 pandemic. Frontiers in Education, 5, 10–22.
dc.relation.referencesNation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press.
dc.relation.referencesNation, I. S. P. (2022). Deliberate vocabulary learning from word cards. In Learning Vocabulary in Another Language (pp. 397–432). Cambridge University Press.
dc.relation.referencesNdlovu, T., & Mhlongo, S. (2020). An investigation into the effects of gamification on students’ situational interest in a learning environment. 2020 IEEE Global Engineering Education Conference (EDUCON)
dc.relation.referencesNikolaou, I., Gouras, A., & Georgiou, K. (2019). Gamification in Employee Selection: The Development of a Gamified Assessment. Organizations & Markets: Policies & Processes eJournal.
dc.relation.referencesOdinokaya, M., Dashkina, A., Kobicheva, A., Tarkhov, D., & Khalyapina, L. (2020). Developing a Model of Increasing Learners’ Bilingual Professional Capacity in the Virtual Laboratory Environment. Applied Sciences. https://doi.org/10.3390/app10207022
dc.relation.referencesOxford, R. L. (1990). Language learning strategies: What every teacher should know. Newbury House.
dc.relation.referencesPrensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
dc.relation.referencesReinders, H. (2012). Digital games in language learning and teaching. Palgrave Macmillan.
dc.relation.referencesReinders, H. (2019). Innovation in language learning and teaching: The case of flipped classroom. Palgrave Macmillan.
dc.relation.referencesRiedmann, A., Schaper, P., & Lugrin, B. (2021). Internalisation of Situational Motivation in an E-Learning Scenario Using Gamification
dc.relation.referencesRichards, J. C. (2008). Teaching listening and speaking: From theory to practice. Cambridge University Press.
dc.relation.referencesRichards, J. C. (2021). Teaching and developing vocabulary: Key issues in the teaching of English as a second or foreign language. Cambridge University Press.
dc.relation.referencesSaito, K. (2022). What characterizes second language comprehensibility? The 93 contributions of segmentals, word stress, and intonation to judgments of second language speech are significant. Studies in Second Language Acquisition, 44(2), 441–459. https://doi.org/10.1017/S0272263121000270
dc.relation.referencesSaldaña, J. (2016). The coding manual for qualitative researchers (3rd ed.). SAGE Publications.
dc.relation.referencesSalinas, J. (2004). Innovación educativa y uso de las TIC. Editorial Universidad de Salamanca.
dc.relation.referencesSun, Q., & Zhao, R. (2022). The challenges and opportunities of online English language teaching during the pandemic. Asian-Pacific Journal of Second and Foreign Language Education, 7(1), 12–24.
dc.relation.referencesToda, A., Avila-Santos, A., Oliveira, W., Gasparini, I., Palomino, P., Rodrigues, L., Klock, A., & Isotani, S. (2021). Personalization Improves Gamification. Proceedings of the ACM on Human-Computer Interaction.
dc.relation.referencesTorres, D., Ayastuy, M., Fernández, A., Garrido, J., & Collazos, C. (2024). Enhancing the Adaptative Gamification Process Through User Behavior and Context. CLEI Electron.
dc.relation.referencesThornbury, S. (2005). How to teach speaking. Pearson Education.
dc.relation.referencesTomlinson, C. A. (1999). The differentiated classroom: Responding to the needs of all learners. ASCD.
dc.relation.referencesUlbricht, V., Pivetta, E., Saito, D., & Almeida, A. (2017). Bilingual and accessible virtual learning environment. 2017 Twelfth Latin American Conference on Learning Technologies (LACLO), 1-4. https://doi.org/10.1109/LACLO.2017.8120955
dc.relation.referencesViana, J. (2021). The challenges of remote learning for emergent bilingual students. Getting Smart. https://givingcompass.org/article/the-challenges-of-remote-learning-for emergent-bilingual-students
dc.relation.referencesVygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
dc.relation.referencesWerbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
dc.relation.referencesZabaleta, E. (2022). Efectividad en el aprendizaje virtual: Zoom y otros entornos digitales. Editorial Técnica.
dc.relation.referencesZhai, Y., & Wibowo, A. E. (2023). Understanding interactional competence in EFL classrooms: A sociocultural perspective. Asian-Pacific Journal of Second and Foreign 94 Language Education, 8(1), 1–17. https://doi.org/10.1186/s40862-023-00179-3
dc.relation.referencesZichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media.
dc.rightsAttribution-NonCommercial-NoDerivs 2.5 Colombiaen
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.coarhttp://purl.org/coar/access_right/c_abf2
dc.rights.localAbierto (Texto Completo)spa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/co/
dc.subject.keywordSpeaking skill
dc.subject.keywordGamification
dc.subject.keywordMotivation
dc.subject.lembAmbientes Bilingües de Aprendizaje
dc.subject.lembHabilidad oral (Lenguas) -- Enseñanza
dc.subject.lembMotivación en la educación
dc.subject.proposalHabilidad oral
dc.subject.proposalGamificación
dc.subject.proposalMotivación
dc.subject.proposalVirtualidad
dc.subject.proposalInglés
dc.subject.proposalInteracción
dc.subject.proposalMetodología
dc.subject.proposalPráctica
dc.subject.proposalExperiencia
dc.subject.proposalAprendizaje
dc.subject.proposalProgreso
dc.subject.proposalConversación
dc.subject.proposalFluidez
dc.subject.proposalObstáculos
dc.subject.proposalDificultad
dc.subject.proposalDesafío
dc.subject.proposalZoom
dc.titlePropuesta de un Ambiente Virtual Gamificado para Fortalecer la Habilidad Oral en Estudiantes Adultos
dc.typemaster thesis
dc.type.coarhttp://purl.org/coar/resource_type/c_bdcc
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aaspa
dc.type.driveinfo:eu-repo/semantics/masterThesis
dc.type.localTesis de maestríaspa
dc.type.versioninfo:eu-repo/semantics/acceptedVersion

Archivos

Bloque original

Mostrando 1 - 5 de 11
Cargando...
Miniatura
Nombre:
2025 angelicaramosjulianajimenez.pdf
Tamaño:
2.12 MB
Formato:
Adobe Portable Document Format
Cargando...
Miniatura
Nombre:
2025cartaderechosdeautor.pdf
Tamaño:
297.11 KB
Formato:
Adobe Portable Document Format
Cargando...
Miniatura
Nombre:
2025cartadefacultad.pdf
Tamaño:
453.14 KB
Formato:
Adobe Portable Document Format
Cargando...
Miniatura
Nombre:
2025angelicaramosjulianajimenez8.pdf
Tamaño:
142.87 KB
Formato:
Adobe Portable Document Format
Cargando...
Miniatura
Nombre:
2025angelicaramosjulianajimenez7.pdf
Tamaño:
174.13 KB
Formato:
Adobe Portable Document Format

Bloque de licencias

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
license.txt
Tamaño:
807 B
Formato:
Item-specific license agreed upon to submission
Descripción: