Applying Gamification in Second Language Learning: Fostering Motivation and Engagement through a Pokémon Based Gamified Project

The present Master Theses postulates a proposal that implements gamification in first year of Baccalaureate classrooms. By creating a project which follows the storytelling of the Japanese franchise Pokémon, the aim is to foster the motivation and engagement of foreign language students. To test the...

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Detalles Bibliográficos
Autor: Rodríguez Franco, Paula
Tipo de recurso: tesis de maestría
Fecha de publicación:2023
País:España
Institución:Universidad de Santiago de Compostela (USC)
Repositorio:Minerva. Repositorio Institucional de la Universidad de Santiago de Compostela
Idioma:inglés
OAI Identifier:oai:minerva.usc.gal:10347/37998
Acceso en línea:https://hdl.handle.net/10347/37998
Access Level:acceso abierto
Palabra clave:Gamification, Motivation, Engagement, Innovation in education, Pokémon
580204 Niveles y temas de educación
Descripción
Sumario:The present Master Theses postulates a proposal that implements gamification in first year of Baccalaureate classrooms. By creating a project which follows the storytelling of the Japanese franchise Pokémon, the aim is to foster the motivation and engagement of foreign language students. To test the effectivity of gamification in such context, two different assessments were conducted in a real classroom. The data provided by these two evaluation methods will determine the outcome of the preliminary hypothesis postulated. Moreover, the research done on the topic while creating this gamified experience will be explained so as to familiarize readers with the different elements and specific terminology used when explicating the gamified final project.