The impact of using digital resources to gamify EFL lessons

"This thesis research intends to analyze how the implementation of a techno-pedagogical design that uses digital resources such as Wordwall, Kahoot! Canva, Padlet, Nearpod, Seesaw, Voki, and Coggle affects the learning process of EFL students of IPN’s CELEX, concerning their proficiency level a...

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Detalles Bibliográficos
Autor: Mendoza González, Andrés Alberto
Tipo de recurso: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2023
País:México
Institución:Benemérita Universidad Autónoma de Puebla
Repositorio:Repositorio Institucional de Acceso Abierto RIAA-BUAP
Idioma:inglés
OAI Identifier:oai:repositorioinstitucional.buap.mx:20.500.12371/20286
Acceso en línea:https://hdl.handle.net/20.500.12371/20286
Access Level:acceso abierto
Palabra clave:HUMANIDADES Y CIENCIAS DE LA CONDUCTA
Inglés--Estudio y enseñanza (Superior)--Hablantes extranjeros
Adquisición de segunda lengua--Estudio de casos
Enseñanza--Materiales auxiliares
Estrategias de aprendizaje
Tecnología educativa
Enseñanza asistida por computadora
Juegos educativos
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spelling The impact of using digital resources to gamify EFL lessonsMendoza González, Andrés AlbertoHUMANIDADES Y CIENCIAS DE LA CONDUCTAInglés--Estudio y enseñanza (Superior)--Hablantes extranjerosAdquisición de segunda lengua--Estudio de casosEnseñanza--Materiales auxiliaresEstrategias de aprendizajeTecnología educativaEnseñanza asistida por computadoraJuegos educativos"This thesis research intends to analyze how the implementation of a techno-pedagogical design that uses digital resources such as Wordwall, Kahoot! Canva, Padlet, Nearpod, Seesaw, Voki, and Coggle affects the learning process of EFL students of IPN’s CELEX, concerning their proficiency level and what their perceptions are about the implementation of these digital resources. IPN's CELEX is currently implementing its Program General Institutional de Ingles, an institutional EFL teaching policy highlighting the use of technology to teach foreign languages. With this in mind, this thesis research adopted a quantitative approach, intending to produce research regarding OERs, gamification, and their implementation with CELEX's population. Four instruments were used to gather the data: a pre-test, a post-test, the implementation of a techno-pedagogical design as a treatment, and a Likert-scale questionnaire to identify the students’ perception of using digital resources and gamification in their EFL learning process. The test instruments were applied to a control group and an experimental group. The results demonstrated that the experimental group students increased their EFL proficiency level, showed a positive perception concerning the implementation of technology in their EFL classes, and fostered different skills related to speaking, vocabulary and grammar practice, reading, collaboration, and digital literacy".Benemérita Universidad Autónoma de PueblaFlores González, Norma; 0000-0002-4967-8854Flores González, Norma2024-03-22T15:32:57Z2024-03-22T15:32:57Z2023-11masterThesisMaestríainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesispdfapplication/pdfapplication/pdfhttps://hdl.handle.net/20.500.12371/20286reponame:Repositorio Institucional de Acceso Abierto RIAA-BUAPinstname:Benemérita Universidad Autónoma de Pueblainstacron:BUAPenghttp://creativecommons.org/licenses/by-nc-nd/4.0openAccessinfo:eu-repo/semantics/openAccessoai:repositorioinstitucional.buap.mx:20.500.12371/202862026-02-23T03:16:03Z
dc.title.none.fl_str_mv The impact of using digital resources to gamify EFL lessons
title The impact of using digital resources to gamify EFL lessons
spellingShingle The impact of using digital resources to gamify EFL lessons
Mendoza González, Andrés Alberto
HUMANIDADES Y CIENCIAS DE LA CONDUCTA
Inglés--Estudio y enseñanza (Superior)--Hablantes extranjeros
Adquisición de segunda lengua--Estudio de casos
Enseñanza--Materiales auxiliares
Estrategias de aprendizaje
Tecnología educativa
Enseñanza asistida por computadora
Juegos educativos
title_short The impact of using digital resources to gamify EFL lessons
title_full The impact of using digital resources to gamify EFL lessons
title_fullStr The impact of using digital resources to gamify EFL lessons
title_full_unstemmed The impact of using digital resources to gamify EFL lessons
title_sort The impact of using digital resources to gamify EFL lessons
dc.creator.none.fl_str_mv Mendoza González, Andrés Alberto
author Mendoza González, Andrés Alberto
author_facet Mendoza González, Andrés Alberto
author_role author
dc.contributor.none.fl_str_mv Flores González, Norma; 0000-0002-4967-8854
Flores González, Norma
dc.subject.none.fl_str_mv HUMANIDADES Y CIENCIAS DE LA CONDUCTA
Inglés--Estudio y enseñanza (Superior)--Hablantes extranjeros
Adquisición de segunda lengua--Estudio de casos
Enseñanza--Materiales auxiliares
Estrategias de aprendizaje
Tecnología educativa
Enseñanza asistida por computadora
Juegos educativos
topic HUMANIDADES Y CIENCIAS DE LA CONDUCTA
Inglés--Estudio y enseñanza (Superior)--Hablantes extranjeros
Adquisición de segunda lengua--Estudio de casos
Enseñanza--Materiales auxiliares
Estrategias de aprendizaje
Tecnología educativa
Enseñanza asistida por computadora
Juegos educativos
description "This thesis research intends to analyze how the implementation of a techno-pedagogical design that uses digital resources such as Wordwall, Kahoot! Canva, Padlet, Nearpod, Seesaw, Voki, and Coggle affects the learning process of EFL students of IPN’s CELEX, concerning their proficiency level and what their perceptions are about the implementation of these digital resources. IPN's CELEX is currently implementing its Program General Institutional de Ingles, an institutional EFL teaching policy highlighting the use of technology to teach foreign languages. With this in mind, this thesis research adopted a quantitative approach, intending to produce research regarding OERs, gamification, and their implementation with CELEX's population. Four instruments were used to gather the data: a pre-test, a post-test, the implementation of a techno-pedagogical design as a treatment, and a Likert-scale questionnaire to identify the students’ perception of using digital resources and gamification in their EFL learning process. The test instruments were applied to a control group and an experimental group. The results demonstrated that the experimental group students increased their EFL proficiency level, showed a positive perception concerning the implementation of technology in their EFL classes, and fostered different skills related to speaking, vocabulary and grammar practice, reading, collaboration, and digital literacy".
publishDate 2023
dc.date.none.fl_str_mv 2023-11
2024-03-22T15:32:57Z
2024-03-22T15:32:57Z
dc.type.none.fl_str_mv masterThesis
Maestría
info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/masterThesis
format masterThesis
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dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.12371/20286
url https://hdl.handle.net/20.500.12371/20286
dc.language.none.fl_str_mv eng
language eng
dc.rights.none.fl_str_mv http://creativecommons.org/licenses/by-nc-nd/4.0
openAccess
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openAccess
eu_rights_str_mv openAccess
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application/pdf
dc.publisher.none.fl_str_mv Benemérita Universidad Autónoma de Puebla
publisher.none.fl_str_mv Benemérita Universidad Autónoma de Puebla
dc.source.none.fl_str_mv reponame:Repositorio Institucional de Acceso Abierto RIAA-BUAP
instname:Benemérita Universidad Autónoma de Puebla
instacron:BUAP
instname_str Benemérita Universidad Autónoma de Puebla
instacron_str BUAP
institution BUAP
reponame_str Repositorio Institucional de Acceso Abierto RIAA-BUAP
collection Repositorio Institucional de Acceso Abierto RIAA-BUAP
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