Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024

Learning English vocabulary has become a crucial aspect for students. Therefore, it is paramount to apply strategies that help students learn vocabulary in an effective and engaging way. For this reason, the main objective of this research is to determine the improvement in English vocabulary learni...

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Huvudupphovsman: Tene Tene, Estheisy Gabriela (author)
Materialtyp: bachelorThesis
Publicerad: 2024
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author Tene Tene, Estheisy Gabriela
author_facet Tene Tene, Estheisy Gabriela
author_role author
collection Repositorio Universidad Nacional de Loja
dc.contributor.none.fl_str_mv Criollo Vargas, Marcia Iliana
dc.creator.none.fl_str_mv Tene Tene, Estheisy Gabriela
dc.date.none.fl_str_mv 2024-06-12T21:26:25Z
2024-06-12T21:26:25Z
2024-06-12
dc.format.none.fl_str_mv 91 p.
application/pdf
dc.identifier.none.fl_str_mv https://dspace.unl.edu.ec/jspui/handle/123456789/30035
dc.language.none.fl_str_mv en
dc.publisher.none.fl_str_mv Universidad Nacional de Loja
dc.rights.none.fl_str_mv http://creativecommons.org/licenses/by-nc-sa/3.0/ec/
info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:Repositorio Universidad Nacional de Loja
instname:Universidad Nacional de Loja
instacron:UNL
dc.subject.none.fl_str_mv GAMIFICACIÓN
APRENDIZAJE DEL VOCABULARIO
ESTRATEGIAS
PERCEPCIONES
dc.title.none.fl_str_mv Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
Gamificación y aprendizaje de vocabulario en inglés en estudiantes de educación básica superior de una institución pública de Loja, año lectivo 2023-2024
dc.type.none.fl_str_mv info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/bachelorThesis
description Learning English vocabulary has become a crucial aspect for students. Therefore, it is paramount to apply strategies that help students learn vocabulary in an effective and engaging way. For this reason, the main objective of this research is to determine the improvement in English vocabulary learning by using gamification among superior basic education students at a public institution in Loja, during the school year 2023–2024. The methodology employed for the study was a mixed approach. Instruments from a pre-test and a post-test were used to collect scores and measure vocabulary level. In addition, a questionnaire was used to collect quantitative and qualitative data on students' perceptions of the use of gamification to improve vocabulary learning and, finally, field notes. The results indicated that students improved significantly in terms of vocabulary indicators such as spelling, meaning, association, collocation, and grammatical function after the application of gamification. On the other hand, the findings showed that students had a positive perception when learning vocabulary through games such as bingo, board games, and online applications such as Baamboozle and Wordwall, which in themselves proved to be effective in keeping students motivated and engaged. In conclusion, the implementation of gamification indicates that students positively perceived the use of gamification for English vocabulary learning. In short, this innovative approach had a notable impact and not only improved academic performance but also increased students' motivation and commitment to language learning. Keywords: Gamification, vocabulary learning, strategies, perceptions.
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publisher.none.fl_str_mv Universidad Nacional de Loja
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spelling Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024Gamificación y aprendizaje de vocabulario en inglés en estudiantes de educación básica superior de una institución pública de Loja, año lectivo 2023-2024Tene Tene, Estheisy GabrielaGAMIFICACIÓNAPRENDIZAJE DEL VOCABULARIOESTRATEGIASPERCEPCIONESLearning English vocabulary has become a crucial aspect for students. Therefore, it is paramount to apply strategies that help students learn vocabulary in an effective and engaging way. For this reason, the main objective of this research is to determine the improvement in English vocabulary learning by using gamification among superior basic education students at a public institution in Loja, during the school year 2023–2024. The methodology employed for the study was a mixed approach. Instruments from a pre-test and a post-test were used to collect scores and measure vocabulary level. In addition, a questionnaire was used to collect quantitative and qualitative data on students' perceptions of the use of gamification to improve vocabulary learning and, finally, field notes. The results indicated that students improved significantly in terms of vocabulary indicators such as spelling, meaning, association, collocation, and grammatical function after the application of gamification. On the other hand, the findings showed that students had a positive perception when learning vocabulary through games such as bingo, board games, and online applications such as Baamboozle and Wordwall, which in themselves proved to be effective in keeping students motivated and engaged. In conclusion, the implementation of gamification indicates that students positively perceived the use of gamification for English vocabulary learning. In short, this innovative approach had a notable impact and not only improved academic performance but also increased students' motivation and commitment to language learning. Keywords: Gamification, vocabulary learning, strategies, perceptions.El aprendizaje del vocabulario en inglés se ha convertido en un aspecto crucial para los estudiantes. Por ello, es primordial aplicar estrategias que ayuden a los estudiantes a aprender vocabulario de manera efectiva y atractiva. Por este motivo, el objetivo principal de la presente investigación es determinar la mejora en el aprendizaje de vocabulario en inglés mediante el uso de gamificación en estudiantes de educación básica superior de una institución pública de Loja, durante el año lectivo 2023 - 2024. La metodología empleada para el estudio fue a través de un enfoque mixto. Se emplearon instrumentos de una prueba previa y una prueba posterior, para recopilar las puntuaciones y medir el nivel de vocabulario. Además, se utilizó un cuestionario para recopilar datos cuantitativos y cualitativos sobre las percepciones de los estudiantes sobre el uso de gamificación para mejorar el aprendizaje de vocabulario, por último, las notas de campo. Los resultados indicaron que los estudiantes mejoraron de una forma significativa en cuanto a los indicadores del vocabulario tales como: ortografía, significado, asociación, colocación y función gramatical después de la aplicación de gamificación. Por otro lado, los hallazgos mostraron que los estudiantes tuvieron una percepción positiva al aprender vocabulario mediante juegos, tales como: bingo, juegos de mesa y aplicaciones en línea como Baamboozle y Wordwall, que en sí demostraron ser efectivos, manteniendo a los estudiantes motivados y comprometidos. En conclusión, la implementación de gamificación señala que los estudiantes percibieron positivamente el uso de la gamificación para el aprendizaje de vocabulario en inglés. En fin, este enfoque innovador tuvo un impacto notable y no solo mejoró el rendimiento académico, sino que también aumentó la motivación y el compromiso de los estudiantes con el aprendizaje del idioma. Palabras Clave: Gamificación, aprendizaje del vocabulario, estrategias, percepciones.Universidad Nacional de LojaCriollo Vargas, Marcia Iliana2024-06-12T21:26:25Z2024-06-12T21:26:25Z2024-06-12info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesis91 p.application/pdfhttps://dspace.unl.edu.ec/jspui/handle/123456789/30035enhttp://creativecommons.org/licenses/by-nc-sa/3.0/ec/info:eu-repo/semantics/openAccessreponame:Repositorio Universidad Nacional de Lojainstname:Universidad Nacional de Lojainstacron:UNL2025-05-02T13:54:48Zoai:dspace.unl.edu.ec:123456789/30035Institucionalhttps://dspace.unl.edu.ec/Universidad públicahttps://unl.edu.ec/https://dspace.unl.edu.ec/oaiEcuador***opendoar:02025-05-02T13:54:48falseInstitucionalhttps://dspace.unl.edu.ec/Universidad públicahttps://unl.edu.ec/https://dspace.unl.edu.ec/oai*Ecuador***opendoar:02025-05-02T13:54:48Repositorio Universidad Nacional de Loja - Universidad Nacional de Lojafalse
spellingShingle Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
Tene Tene, Estheisy Gabriela
GAMIFICACIÓN
APRENDIZAJE DEL VOCABULARIO
ESTRATEGIAS
PERCEPCIONES
status_str publishedVersion
title Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
title_full Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
title_fullStr Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
title_full_unstemmed Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
title_short Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
title_sort Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024
topic GAMIFICACIÓN
APRENDIZAJE DEL VOCABULARIO
ESTRATEGIAS
PERCEPCIONES
url https://dspace.unl.edu.ec/jspui/handle/123456789/30035