Implementación de plataformas gamificadas: Análisis y evaluación de su capacidad para mejorar la motivación y el involucramiento estudiantil en el aprendizaje del inglés

dc.contributor.advisorParis Bermeo, David Enrique
dc.contributor.authorAmes Casas, Paul
dc.contributor.authorMendoza Monroy, Juli Catalina
dc.contributor.authorSierra Cifuentes, Andrey Mauricio
dc.contributor.corporatenameUniversidad Santo Tomás
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001336651
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002368548
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002270011
dc.contributor.orcidhttps://orcid.org/0009-0002-5342-0458
dc.date.accessioned2026-01-21T17:01:59Z
dc.date.available2026-01-21T17:01:59Z
dc.date.issued2025-12-16
dc.descriptionPartiendo de la implementación de las plataformas gamificadas para el aprendizaje del inglés, Duolingo y Night Zookeeper, este trabajo analiza su potencial para incrementar la motivación, la agencia estudiantil y la participación de los estudiantes de cuarto y quinto grado en un colegio bilingüe privado de Bogotá. El proyecto, basado en el enfoque de la investigación-acción, incluyó fases de diagnóstico, implementación y evaluación, y utilizó encuestas con escala de Likert, entrevistas, y listas de verificación con observaciones de los docentes para recolectar los datos cuantitativos y cualitativos. El análisis se centra en la manera en que la gamificación influencia la motivación y la autonomía de los estudiantes, así como las dinámicas del aula. Los hallazgos muestran un aumento en el entusiasmo y la participación, lo cual sugiere que las herramientas gamificadas, complementadas con la guía del profesor, pueden fortalecer el aprendizaje bilingüe centrado en los estudiantes y promover el interés sostenido en el proceso.
dc.description.abstractThis study examines the implementation of gamified platforms, such as Duolingo and Night Zookeeper, to analyze their potential to enhance motivation, student agency, and engagement in English learning among fourth and fifth-grade students at a private bilingual school in Bogotá. Using an action research approach, the project integrates diagnostic, implementation, and evaluation phases, combining Likert-scale surveys, interviews, and teacher observation checklists to gather quantitative and qualitative data. The analysis explores how gamification influences motivation, autonomy, and classroom interaction. Results show greater enthusiasm and participation, suggesting that gamified tools supported by teacher mediation strengthen student centered bilingual learning and sustained engagement.
dc.description.degreelevelMaestríaspa
dc.description.degreenameMagíster en Ambientes Bilingües de Aprendizajespa
dc.format.mimetypeapplication/pdf
dc.identifier.citationAmes Casas, P., Mendoza Monroy, J. C. y Sierra Cifuentes, A. M. (2025). Implementación de plataformas gamificadas: Análisis y evaluación de su capacidad para mejorar la motivación y el involucramiento estudiantil en el aprendizaje del inglés. [Trabajo de Maestría, Universidad Santo Tomás]. 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/11634/70931
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.referencesAkhtar, H., Hasanati, N., & Istiqomah, I. (2019). GAME-BASED LEARNING: TEACHERS’ ATTITUDE AND INTENTION TO USE QUIZIZZ IN THE LEARNING PROCESS. 49. https://doi.org/10.26499/iceap.v0i0.202
dc.relation.referencesBates, A. W. (2019). Teaching in a Digital Age (2nd ed., p. 276). Vancouver, B.C.: Tony Bates Associates Ltd. https://pressbooks.bccampus.ca/teachinginadigitalagev2/
dc.relation.referencesBeishuizen, J. J., Jesdijk, E. S., & Zanting, A. (1996). Using Hypertext for Studying and Information Search. Journal of Educational Computing Research, 15(4), 289. https://doi.org/10.2190/f643-j6uw-qcfn-0jmu
dc.relation.referencesBologna, E. (2018). Métodos estadísticos de investigación. Editorial Brujas & Encuentro Grupo Editor
dc.relation.referencesCabellos, B., Pérez Echeverría, M. P., & Pozo, J. I. (2023). The Use of Digital Resources in Teaching during the Pandemic: What Type of Learning Have They Promoted? Education Sciences, 13(1), 58. https://doi.org/10.3390/educsci13010058
dc.relation.referencesCao, X., Tian, J., Wang, K., & Wang, L. (2023). Exploring Foreign Language Learning Motivation. Communications in Humanities Research, 3(1), 841. https://doi.org/10.54254/2753-7064/3/2022746
dc.relation.referencesCárdenas-Moncada, C., Véliz-Campos, M., & Véliz, L. (2020). Game-Based Student Response Systems: The impact of Kahoot in a Chilean Vocational Higher Education EFL classroom. https://callej.org/index.php/journal/article/view/291
dc.relation.referencesCarr, W., & Kemmis, S. (1986). Becoming critical: Education, knowledge, and action research. Deakin University Press.
dc.relation.referencesCastañeda Balón, K. J., Cueva Rey, A. S., Briones Hernández, S. I., & Monard Proaño, K. E. (2025). Gamificación y motivación en contextos educativos. Un enfoque desde la psicología educativa. Una revisión sistemática. RECIMUNDO, 9(2), 660–674. https://doi.org/10.26820/recimundo/9.(2).abril.2025.660-674
dc.relation.referencesCheng, X. (2023). Looking through goal theories in language learning: A review on goal setting and achievement goal theory [Review of Looking through goal theories in language learning: A review on goal setting and achievement goal theory]. Frontiers in Psychology, 13. Frontiers Media. https://doi.org/10.3389/fpsyg.2022.1035223
dc.relation.referencesChild, F., Frank, M., Law, J., & Sarakatsannis, J. (2023, June 7). What do higher education students want from online learning? McKinsey & Company. https://www.mckinsey.com/industries/public-sector/our-insights/what-do-higher-education- students-want-from-online-learning
dc.relation.referencesChing-Ying Lin, Jo-Ting Chu (2025) The Challenges of Bilingual Education Practice through the Digital Bilingual Education Platform, PREPRINT (Version 1) available at Research Square. https://doi.org/10.21203/rs.3.rs-6691474/v1
dc.relation.referencesChristians, G. (2018). The Origins and Future of Gamification. Senior Theses. 254. https://scholarcommons.sc.edu/senior_theses/254
dc.relation.referencesCloke, H. (2023, December 19). The history of gamification (From the very beginning to now). Growth Engineering. https://www.growthengineering.co.uk/history-of-gamification/
dc.relation.referencesCodish, D., & Ravid, G. (2015). Detecting playfulness in educational gamification through behavior patterns. IBM Journal of Research and Development, 59(6), 1–14. doi:10.1147/JRD.2015.2459651 https://kstatelibraries.pressbooks.pub/gradactionresearch/chapter/chapt1/
dc.relation.referencesClark, J. Spencer; Porath, Suzanne; Thiele, Julie; and Jobe, Morgan, "Action Research" (2020). NPP eBooks. 34. https://newprairiepress.org/ebooks/34
dc.relation.referencesCreswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications.
dc.relation.referencesDaskalovska, N., Gudeva, L. K., & Ивановска, Б. (2012). Learner Motivation and Interest. Procedia - Social and Behavioral Sciences, 46, 1187. https://doi.org/10.1016/j.sbspro.2012.05.272
dc.relation.referencesDichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. In International Journal of Educational Technology in Higher Education (Vol. 14, Issue 1). Springer Science and Business Media LLC. https://doi.org/10.1186/s41239-017-0042-5
dc.relation.referencesEstrella, G. B. M., Fernández, M. M., & Torres, F. C. (2021). La evaluación de las enseñanzas en los contestos digitales: Nuevas perspectivas y enfoques evaluativos. Dykinson, S.L.
dc.relation.referencesFainholc, B. (2012). INVESTIGACIÓN: LA LECTURA CRÍTICA EN INTERNET: DESARROLLO DE HABILIDADES Y METODOLOGÍA PARA SU PRÁCTICA. IED Revista Iberoamericana de Educación a Distancia, 7. https://doi.org/10.5944/ried.7.1-2.1074
dc.relation.referencesFerrer, J. M. C., Martínez, P. M., & Ibáñéz, R. S. (2020). Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies. Sustainability, 12(12), 4822. https://doi.org/10.3390/su12124822
dc.relation.referencesFu, N., Li, G., Sun, Y., & Zhao, Z. (2022). A Study on Motivational Strategies of Adult Second Language Acquisition from the Perspective of TESOL Teaching. Advances in Social Science, Education and Humanities Research/Advances in Social Science, Education and Humanities Research. https://doi.org/10.2991/assehr.k.220704.045
dc.relation.referencesGarcía, J. (2004). La metodología observacional en el desarrollo y el aprendizaje. En J. García, E. García-Martín & D. Carpio (Eds.), Prevención en dificultades del desarrollo y del aprendizaje: Instrumentos y programas de actuación en DDA (pp. 95–116). Editorial Pirámide.
dc.relation.referencesGovender, T., & Arnedo-Moreno, J. (2021). An Analysis of Game Design Elements Used in Digital Game-Based Language Learning. Sustainability, 13(12), 6679. https://doi.org/10.3390/su13126679
dc.relation.referencesGuthrie, John & Hoa, A. & Wigfield, Allan & Tonks, Stephen & Humenick, Nicole & Littles, Erin. (2007). Reading motivation and reading comprehension growth in the later elementary years. Contemporary Educational Psychology. 32. 282-313.10.1016/j.cedpsych.2006.05.004.
dc.relation.referencesHennebry-Leung, M., Lamb, M. (2024). Language Learning Motivation in Diverse Educational Contexts. English Teaching & Learning 48, 145–153. https://doi.org/10.1007/s42321-024-00179-8
dc.relation.referencesHernández-Sampieri, R., & Mendoza, C. P. (2018). Metodología de la investigación: Las rutas cuantitativa, cualitativa y mixta. https://apiperiodico.jalisco.gob.mx/api/sites/periodicooficial.jalisco.gob.mx/files/metodologia_de_la_investigacion_-_roberto_hernandez_sampieri.pdf
dc.relation.referencesKalleny, N. K. (2020). Advantages of Kahoot! Game.based Formative Assessments along with Methods of Its Use and Application during the COVID-19 Pandemic in Various Live Learning Sessions. Journal of Microscopy and Ultrastructure, 8(4), 175. https://doi.org/10.4103/jmau.jmau_61_20
dc.relation.referencesKlemenčić, M. (2023). A theory of student agency in higher education. In Edward Elgar Publishing eBooks (p. 25). Edward Elgar Publishing. https://doi.org/10.4337/9781802204193.00010
dc.relation.referencesLewin, K. (1946). Action research and minority problems. Journal of Social Issues, 2(4), 34–46. https://doi.org/10.1111/j.1540-4560.1946.tb02295.x
dc.relation.referencesMahatmi, N., & Iranti, RR. M. (2021). Gamification Design for Waste Problems in Public Space Case Study: Gajah Tunggal Park, Tangerang. Nirmana, 19(2), 84. https://doi.org/10.9744/nirmana.19.2.84-89
dc.relation.referencesMaquiné, G. O., Coelho, I. M. W. da S., & Figueiredo, S. (2020). Digital tools for remote teaching of additional languages in times of pandemic. Educitec - Revista de Estudos e Pesquisas Sobre Ensino Tecnológico, 6. https://doi.org/10.31417/educitec.v6.1570eng
dc.relation.referencesMcNiff, J. (2013). Action research: Principles and practices (3rd ed.). Routledge.
dc.relation.referencesMelkonyan, A., & Matevosyan, A. (2020). Technology-assisted foreign language learning (TALL) in the digital age. SHS Web of Conferences, 88, 2005. https://doi.org/10.1051/shsconf/20208802005
dc.relation.referencesMorgan, H. (2022). Alleviating the Challenges with Remote Learning during a Pandemic. Education Sciences, 12(2), 109. https://doi.org/10.3390/educsci12020109
dc.relation.referencesMorozova, A. I., & Rozhkov, A. (2017). Gamification Tools and Practicies of Russian Companies. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3104524
dc.relation.referencesPrestes, P. A. N., Silva, T. E. V., & Barroso, G. C. (2021). Correlation analysis using teaching and learning analytics. Heliyon, 7(11), e08435. https://doi.org/10.1016/j.heliyon.2021.e08435
dc.relation.referencesRayan, B., & Watted, A. (2024). Enhancing Education in Elementary Schools through Gamified Learning: Exploring the Impact of Kahoot! on the Learning Process. Education Sciences, 14(3), 277. https://doi.org/10.3390/educsci14030277
dc.relation.referencesRupnik, D., & Avsec, S. (2025). Student Agency as an Enabler in Cultivating Sustainable Competencies for People-Oriented Technical Professions. Education Sciences, 15(4), 469. https://doi.org/10.3390/educsci15040469
dc.relation.referencesSchumann, J. H. (1978). The Pidginization Process: A Model for Second Language Acquisition. Rowley, MA: Newbury House.
dc.relation.referencesSlinowsky, M. (2024). The Night Zookeeper: A Comprehensive Review. https://www.modulo.app/all-resources/nightzookeeper
dc.relation.referencesStanevičienė, E., Huet, I., Dickel, J., Dieng, D., Degroote, J., Rocio, V., & Butkienė, R. (2025). Hybrid teaching and learning in higher education: A systematic literature review. Sustainability, 17(756), 1–15. https://doi.org/10.3390/su17020756
dc.relation.referencesWan, G., & Gut, D. M. (Eds.). (2011). Bringing schools into the 21st century. New York: Springer Publishing Company. Gut, D. M. (2009). Why and how? 10-13 https://es.scribd.com/document/607782591/Bringing-Schools-Into-the-21st-Century
dc.relation.referencesVaughn, M. (2021). Student agency in the classroom: Honoring student voice in the curriculum. Teachers College Press. https://books.google.com.co/books?hl=en&lr=&id=kGA9EAAAQBAJ&oi=fnd&pg=PP1&dq=student+agency+in+the+classroom&ots=XemO9lWKyg&sig=qV1_ovNSViuOYsvTd4Hornf8HI&redir_esc=y#v=onepage&q=student%20agency%20in%20the%20classroom&f =false
dc.relation.referencesWenger, E. (1998). Communities of practice. Learning, meaning and identity. Cambridge UK: Cambridge university press. 188- 196. Zhang, W., & Hu, J. (2025). The relationship between perceived teacher support and student engagement in Chinese senior high school English classrooms: the mediating role of learning motivation. Frontiers in Psychology, 16. https://doi.org/10.3389/fpsyg.2025.1563682
dc.relation.referencesZhu, Q. (2014). Motivation for a Second or Foreign Language Learning. SHS Web of Conferences, 6, 4004. https://doi.org/10.1051/shsconf/20140604004
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.keywordGamification
dc.subject.keywordMotivation
dc.subject.keywordStudent Agency
dc.subject.keywordBilingual Education
dc.subject.keywordDigital Learning Environments
dc.subject.keywordAction Research
dc.subject.lembAmbientes Bilingües de Aprendizaje
dc.subject.lembMotivación académica
dc.subject.lembEducación bilingüe
dc.subject.proposalGamificación
dc.subject.proposalMotivación
dc.subject.proposalAgencia Estudiantil
dc.subject.proposalEducación Bilingüe
dc.subject.proposalAmbientes Digitales de Aprendizaje
dc.subject.proposalInvestigación-Acción
dc.titleImplementación de plataformas gamificadas: Análisis y evaluación de su capacidad para mejorar la motivación y el involucramiento estudiantil en el aprendizaje del inglés
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 - 1 de 1
Cargando...
Miniatura
Nombre:
2025paulamesjulimendozaandreysierra.pdf
Tamaño:
662.93 KB
Formato:
Adobe Portable Document Format

Bloque de licencias

Mostrando 1 - 4 de 4
Cargando...
Miniatura
Nombre:
license.txt
Tamaño:
807 B
Formato:
Item-specific license agreed upon to submission
Descripción:
Cargando...
Miniatura
Nombre:
2025cartadefacultad.pdf
Tamaño:
616.86 KB
Formato:
Adobe Portable Document Format
Descripción:
Carta de facultad
Cargando...
Miniatura
Nombre:
2025cartaderechosdeautor.pdf
Tamaño:
271.23 KB
Formato:
Adobe Portable Document Format
Descripción:
Carta de facultad
Cargando...
Miniatura
Nombre:
2025cartaderechosdeautor.pdf
Tamaño:
271.23 KB
Formato:
Adobe Portable Document Format
Descripción:
Carta derechos de autor