Gamification and English grammar learning through technology among seventh-grade students at a public institution in Loja city during the 2022-2023 school year.
The implementation of games in the study of English is a good alternative to motivate seventh grade students to learn more and be interested in learning English grammar. The main objective of this research was to improve the learning of English grammar by using gamification through technology in sev...
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| Formaat: | bachelorThesis |
| Taal: | spa |
| Gepubliceerd in: |
2023
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| Onderwerpen: | |
| Online toegang: | https://dspace.unl.edu.ec/jspui/handle/123456789/28429 |
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| Samenvatting: | The implementation of games in the study of English is a good alternative to motivate seventh grade students to learn more and be interested in learning English grammar. The main objective of this research was to improve the learning of English grammar by using gamification through technology in seventh-grade students of a public institution in the city of Loja, during the School Year 2022-2023. Likewise, the present action research design responded to a mixed approach that involved the collection of quantitative and qualitative data. The researcher collected quantitative data, a pretest and posttest was implemented in order to obtain an average in grammatical comprehension and also measure the level of improvement with the application of the intervention plans. Also, a questionnaire was applied to analyze the different opinions, emotions and perceptions of the sample under study regarding the use of gamification. On the other hand, qualitative data was collected through field notes, in which the teacher kept records about the implementation of games in the class. The participants were students selected through a convenience sampling, which consisted of a total of 27 students. Finally, to the conclusion that gamification through technology applied during the development of this research work helped students improve their grammar learning. As a result of this project, it is advocated that English teachers implement gamification through technology as a tool to encourage students' study, motivation and participation in the area of grammar. Key Words: online games, grammar competence, English grammar, students perceptions |
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