Using rewards as a gamification strategy inside the english classroom

dc.contributor.advisorDíaz Ramirez, Marcela
dc.contributor.authorRobles Ruiz, Oscar Alberto
dc.date.accessioned2019-09-05T19:38:04Z
dc.date.available2019-09-05T19:38:04Z
dc.date.issued2019-09-04
dc.description.abstractThis research takes place in a private school located in Bosa, Cundinamaca called Colegio Miguel Angel Asturias. The study plan contains regular normal subjects such as, present simple, past simple, present perfect and so on. According to the principal, the school is interested in reinforcing English as second language in their students and that is why, English has five hours per week per course. There is not a pre-determined method or approach to be used in the institution regarding the teaching of the second language; they only give you the study plan and you, as teacher, are free to develop the plan as you consider the best way to do it.spa
dc.description.degreelevelPregradospa
dc.description.degreenameLicenciado en Lengua Extranjera - Inglésspa
dc.description.domainhttp://www.ustadistancia.edu.co/?page_id=3956spa
dc.format.mimetypeapplication/pdf
dc.identifier.citationRobles Ruiz, O. A. (2019). Using rewards as a gamification strategy inside the english classroom. Universidad Santo Tomás. Bogotá, Colombiaspa
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/11634/18544
dc.language.isospa
dc.publisherUniversidad Santo Tomásspa
dc.publisher.branchCRAI-USTA Duadspa
dc.publisher.facultyFacultad de Educaciónspa
dc.publisher.programPregrado Licenciatura en Lengua Extranjera - Inglésspa
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dc.relation.referencesClegg, B. (2000) Motivación al instante. First edition. Mexico: Kogan Page limited.spa
dc.relation.referencesGoh, Y. (2004) Effects of gamification on Lower secondary school Students' Motivation and Engagement. International Journal of social; Behavioral, Educational, Economic, Business and Industrial Engineering Volume 8/ 12 Recuperated from https://pdfs.semanticscholar.org/ec62/68b92b817f583e94e94176ca2096cccf9eac.pdfspa
dc.relation.referencesHanus, D, Cruz, C. (2018) Gamification in Education: Breakthroughs in Research and Practice. United States: IGI global.spa
dc.relation.referencesHinchey, P. (2018) Action Research. New York: PETER LANG publishing.spa
dc.relation.referencesHoffman, B. (2015) Motivation for Learning and Performance. San Diego: Elsevier.spa
dc.relation.referencesInformation Resources Management Association. (2018) Gamification in Education: breakthroughs in research and practice. USA: IGI Global.spa
dc.relation.referencesMagdalena, B. (2013). Implementing game elements into didactic process: a case study. Poland. Lublin, University of Technology. Recuperated from https://pdfs.semanticscholar.org/6285/a0b42e76f6a6d3981b59865848b08baf7b2f.pdfspa
dc.relation.referencesMcLean, A. (2003) The Motivated School. Los Angeles: SAGE publications ltd.spa
dc.relation.referencesMcmunn, E. (2017) Gamification: A Practical Guide for Librarians. Unite States: Rowman and Littlefield.spa
dc.relation.referencesMertler, C. (2009) Action Research; Teacher as researchers in the classroom. Second edition. United States of America: SAGE publications.spa
dc.relation.referencesMcNiff, J. (2016) You and Your Action Research Project. New York: Routledge.spa
dc.relation.referencesStieglizt, S. (Ed.). (2017). Gamification: using game elements in serious contexts. Switzerland: Springer.spa
dc.relation.referencesSze, L. (2012) Use of Gamification in Vocabulary Learning: a case Study in Macau. University of Macau. Macau. Recuperado de http://www.nus.edu.sg/celc/research/books/4th%20Symposium%20proceedings/13).%20Sze%20Lui.pdfspa
dc.relation.referencesTapia, J. (2007) Evaluación de la Motivación en los Entornos Educativos. Universidad Autónoma de Madrid. Recuperado de http://sohs.pbs.uam.es/webjesus/eval_psicopedagogica/lecturas/eval%20motiv.pdfspa
dc.relation.referencesVarcarcel, D. (2009) Action Research Essentials. San Francisco: Jossey-Bass publishing.spa
dc.rightsCC0 1.0 Universal
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/publicdomain/zero/1.0/
dc.subject.keywordGamificationspa
dc.subject.keywordMotivationspa
dc.subject.keywordRewardsspa
dc.subject.lembJuegos educativosspa
dc.subject.lembGamificaciónspa
dc.subject.lembEstrategias de alfabetizaciónspa
dc.titleUsing rewards as a gamification strategy inside the english classroomspa
dc.typebachelor thesis
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1f
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aa
dc.type.driveinfo:eu-repo/semantics/bachelorThesis
dc.type.localTesis de pregradospa
dc.type.versioninfo:eu-repo/semantics/acceptedVersion

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