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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| 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 |
| 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. |
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