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.advisor | Paris Bermeo, David Enrique | |
| dc.contributor.author | Ames Casas, Paul | |
| dc.contributor.author | Mendoza Monroy, Juli Catalina | |
| dc.contributor.author | Sierra Cifuentes, Andrey Mauricio | |
| dc.contributor.corporatename | Universidad Santo Tomás | |
| dc.contributor.cvlac | https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001336651 | |
| dc.contributor.cvlac | https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002368548 | |
| dc.contributor.cvlac | https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002270011 | |
| dc.contributor.orcid | https://orcid.org/0009-0002-5342-0458 | |
| dc.date.accessioned | 2026-01-21T17:01:59Z | |
| dc.date.available | 2026-01-21T17:01:59Z | |
| dc.date.issued | 2025-12-16 | |
| dc.description | Partiendo 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.abstract | This 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.degreelevel | Maestría | spa |
| dc.description.degreename | Magíster en Ambientes Bilingües de Aprendizaje | spa |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | Ames 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.instname | instname:Universidad Santo Tomás | spa |
| dc.identifier.reponame | reponame:Repositorio Institucional Universidad Santo Tomás | spa |
| dc.identifier.repourl | repourl:https://repository.usta.edu.co | spa |
| dc.identifier.uri | http://hdl.handle.net/11634/70931 | |
| dc.language.iso | spa | |
| dc.publisher | Universidad Santo Tomás | spa |
| dc.publisher.branch | CRAI-USTA Bogotá | |
| dc.publisher.faculty | Facultad Educación | spa |
| dc.publisher.program | Maestría Ambientes Bilingües de Aprendizaje | spa |
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| dc.rights | Attribution-NonCommercial-NoDerivs 2.5 Colombia | en |
| dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
| dc.rights.coar | http://purl.org/coar/access_right/c_abf2 | |
| dc.rights.local | Abierto (Texto Completo) | spa |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/2.5/co/ | |
| dc.subject.keyword | Gamification | |
| dc.subject.keyword | Motivation | |
| dc.subject.keyword | Student Agency | |
| dc.subject.keyword | Bilingual Education | |
| dc.subject.keyword | Digital Learning Environments | |
| dc.subject.keyword | Action Research | |
| dc.subject.lemb | Ambientes Bilingües de Aprendizaje | |
| dc.subject.lemb | Motivación académica | |
| dc.subject.lemb | Educación bilingüe | |
| dc.subject.proposal | Gamificación | |
| dc.subject.proposal | Motivación | |
| dc.subject.proposal | Agencia Estudiantil | |
| dc.subject.proposal | Educación Bilingüe | |
| dc.subject.proposal | Ambientes Digitales de Aprendizaje | |
| dc.subject.proposal | Investigación-Acción | |
| dc.title | Implementación de plataformas gamificadas: Análisis y evaluación de su capacidad para mejorar la motivación y el involucramiento estudiantil en el aprendizaje del inglés | |
| dc.type | master thesis | |
| dc.type.coar | http://purl.org/coar/resource_type/c_bdcc | |
| dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa | spa |
| dc.type.drive | info:eu-repo/semantics/masterThesis | |
| dc.type.local | Tesis de maestría | spa |
| dc.type.version | info:eu-repo/semantics/acceptedVersion |
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