"Gamification: a tool for boosting motivation and vocabulary acquisition."
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2021-01-13
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[ES]El principal objetivo de este Trabajo Fin de Máster es analizar la importancia de la gamificación en el ámbito de la enseñanza de lenguas extranjeras con el fin de incrementar la adquisición del vocabulario y motivación en alumnos tanto de secundaria como de enseñanzas post-obligatorias. Para ello, tras incluir los datos obtenidos en diferentes estudios y artículos sobre el tema en cuestión, se han analizado tanto el concepto de gamificación, como la motivación en la enseñanza de vocabulario. Teniendo en cuenta el marco teórico analizado, se presentan cinco estudios empíricos para demostrar la técnica de gamificación en contextos reales y para finalizar con una conclusión sobre su efectividad. Finalmente, se desarrolla una unidad didáctica del uso de la gamificación en la asignatura de inglés para 28 estudiantes de 4o de Educación Secundaria Obligatoria en un centro llamado Nuestra Señora De Alharilla, situado en Porcuna (Jaén).
[EN]The main aim of this dissertation is to consider the importance of incorporating gamification techniques in the field of foreign language teaching in high schools to improve language learning and motivation. To do so, by incorporating data from a varied range of surveys and articles, the concept of gamification as well as aspects such as motivation in vocabulary learning will be considered. Moreover, considering that theoretical framework, five empirical studies will be presented to show gamification in real context and to draw a conclusion on its effectiveness. Finally, a didactic unit based on the use of gamification in the field of English language teaching has been devised for the 4th year of 28 students at IES Nuestra Señora de Alharilla, in Porcuna (Jaén)
[EN]The main aim of this dissertation is to consider the importance of incorporating gamification techniques in the field of foreign language teaching in high schools to improve language learning and motivation. To do so, by incorporating data from a varied range of surveys and articles, the concept of gamification as well as aspects such as motivation in vocabulary learning will be considered. Moreover, considering that theoretical framework, five empirical studies will be presented to show gamification in real context and to draw a conclusion on its effectiveness. Finally, a didactic unit based on the use of gamification in the field of English language teaching has been devised for the 4th year of 28 students at IES Nuestra Señora de Alharilla, in Porcuna (Jaén)
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