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

Vocabulary is considered the basis for the development of all other skills in any language; therefore, a good command and a large vocabulary will allow EFL students to understand the language and communicate smoothly. In this sense, the main objective of this research was to improve vocabulary learn...

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-д хадгалсан:
Номзүйн дэлгэрэнгүй
Үндсэн зохиолч: Olmedo Troya, Paula Caroline (author)
Формат: bachelorThesis
Хэвлэсэн: 2024
Нөхцлүүд:
Онлайн хандалт:https://dspace.unl.edu.ec/jspui/handle/123456789/29864
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author Olmedo Troya, Paula Caroline
author_facet Olmedo Troya, Paula Caroline
author_role author
collection Repositorio Universidad Nacional de Loja
dc.contributor.none.fl_str_mv Cango Patiño, Adriana Elizabeth
dc.creator.none.fl_str_mv Olmedo Troya, Paula Caroline
dc.date.none.fl_str_mv 2024-05-17T18:19:45Z
2024-05-17T18:19:45Z
2024-05-17
dc.format.none.fl_str_mv 115 p.
application/pdf
dc.identifier.none.fl_str_mv https://dspace.unl.edu.ec/jspui/handle/123456789/29864
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
VOCABULARIO EN INGLÉS
PROCESO DE APRENDIZAJE
dc.title.none.fl_str_mv Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
Gamificación y aprendizaje de vocabulario en estudiantes de educación básica superior de una institución pública de la ciudad de Loja, año lectivo 2023-2024
dc.type.none.fl_str_mv info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/bachelorThesis
description Vocabulary is considered the basis for the development of all other skills in any language; therefore, a good command and a large vocabulary will allow EFL students to understand the language and communicate smoothly. In this sense, the main objective of this research was to improve vocabulary learning through gamification, it was carried out among twenty-seven tenth grade students of a public institution in Loja during the school year 2023-2024. A mixed method based on action research was used, since the researcher used a pre-test and a post-test as instruments to collect quantitative information and evaluate the students' vocabulary knowledge and thus identify the effectiveness of gamification before and after the intervention plan, in addition a questionnaire was applied to collect qualitative data related to the students' perceptions about the use of gamification to improve their vocabulary learning. The data collected were interpreted using descriptive statistics and analyzed with thematic analysis. The results indicated that students improved their vocabulary learning in aspects such as use, meaning, spelling and pronunciation. Likewise, the results showed that students agreed that the use of gamification through gamified platforms such as Kahoot, Quizlet app and Wordwall.net and the implementation of game elements fostered positive engagement during classes, kept them motivated and allowed them to improve their vocabulary learning. Therefore, the researcher concluded that the participants perceived positively the use of gamification as it facilitates the process of memorizing new vocabulary and encourages students to work both collaboratively and individually generating motivation and a positive attitude towards learning. Keywords: Gamification; English vocabulary; learning process
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publisher.none.fl_str_mv Universidad Nacional de Loja
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spelling Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024Gamificación y aprendizaje de vocabulario en estudiantes de educación básica superior de una institución pública de la ciudad de Loja, año lectivo 2023-2024Olmedo Troya, Paula CarolineGAMIFICACIÓNVOCABULARIO EN INGLÉSPROCESO DE APRENDIZAJEVocabulary is considered the basis for the development of all other skills in any language; therefore, a good command and a large vocabulary will allow EFL students to understand the language and communicate smoothly. In this sense, the main objective of this research was to improve vocabulary learning through gamification, it was carried out among twenty-seven tenth grade students of a public institution in Loja during the school year 2023-2024. A mixed method based on action research was used, since the researcher used a pre-test and a post-test as instruments to collect quantitative information and evaluate the students' vocabulary knowledge and thus identify the effectiveness of gamification before and after the intervention plan, in addition a questionnaire was applied to collect qualitative data related to the students' perceptions about the use of gamification to improve their vocabulary learning. The data collected were interpreted using descriptive statistics and analyzed with thematic analysis. The results indicated that students improved their vocabulary learning in aspects such as use, meaning, spelling and pronunciation. Likewise, the results showed that students agreed that the use of gamification through gamified platforms such as Kahoot, Quizlet app and Wordwall.net and the implementation of game elements fostered positive engagement during classes, kept them motivated and allowed them to improve their vocabulary learning. Therefore, the researcher concluded that the participants perceived positively the use of gamification as it facilitates the process of memorizing new vocabulary and encourages students to work both collaboratively and individually generating motivation and a positive attitude towards learning. Keywords: Gamification; English vocabulary; learning processEl vocabulario se considera la base para el desarrollo de todas las demás destrezas en cualquier idioma, por lo tanto, un buen dominio y un amplio vocabulario permitirá a los estudiantes de EFL comprender el idioma y comunicarse sin problemas. En este sentido, el objetivo principal de esta investigación fue mejorar el aprendizaje de vocabulario a través de la gamificación, se llevó a caba entre veintisiete estudiantes de décimo grado de una institución pública de Loja durante el año lectivo 2023-2024. Se útilizo un método mixto basado en la investigación acción, ya que el investigador utilizó un pre-test y un pos-test como instrumentos para recolectar información cuantitativa y evaluar el conocimiento de vocabulario de los estudiantes y así identificar la efectividad de la gamificación antes y después del plan de intervención, además se aplicó un cuestionario para recolectar datos cualitativos relacionados con las percepciones de los estudiantes sobre el uso de la gamificación para mejorar su aprendizaje de vocabulario. Los datos recogidos se interpretaron empleando estadística descriptiva y se analizaron con análisis temático. Los resultados indicaron que los alumnos mejoraron su aprendizaje de vocabulario en aspectos como uso, significado, ortografía y pronunciación. Así mismo, los resultados desmostraron que los estudiantes estaban de acuerdo en que el uso de la gamificación a través de plataformas gamificadas como Kahoot, Quizlet app and Wordwall.net y la implementación de elementos del juego fomentaban el compromiso positivo durante las clases, los mantenían motivados y les permitían mejorar su aprendizaje de vocabulario. Por lo tanto, el investigador concluyó que los participantes percibieron positivamente el uso de la gamificación ya que facilita el proceso de memorización de nuevo vocabulario e incentiva a los estudiantes a trabajar tanto de manera colaborativa como individual generando motivación y una actitud positiva a la hora de aprender. Palabras clave: gamificación; vocabulario en inglés; proceso de aprendizajeUniversidad Nacional de LojaCango Patiño, Adriana Elizabeth2024-05-17T18:19:45Z2024-05-17T18:19:45Z2024-05-17info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesis115 p.application/pdfhttps://dspace.unl.edu.ec/jspui/handle/123456789/29864enhttp://creativecommons.org/licenses/by-nc-sa/3.0/ec/info:eu-repo/semantics/openAccessreponame:Repositorio Universidad Nacional de Lojainstname:Universidad Nacional de Lojainstacron:UNL2025-05-02T17:16:14Zoai:dspace.unl.edu.ec:123456789/29864Institucionalhttps://dspace.unl.edu.ec/Universidad públicahttps://unl.edu.ec/https://dspace.unl.edu.ec/oaiEcuador***opendoar:02025-05-02T17:16:14falseInstitucionalhttps://dspace.unl.edu.ec/Universidad públicahttps://unl.edu.ec/https://dspace.unl.edu.ec/oai*Ecuador***opendoar:02025-05-02T17:16:14Repositorio Universidad Nacional de Loja - Universidad Nacional de Lojafalse
spellingShingle Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
Olmedo Troya, Paula Caroline
GAMIFICACIÓN
VOCABULARIO EN INGLÉS
PROCESO DE APRENDIZAJE
status_str publishedVersion
title Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
title_full Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
title_fullStr Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
title_full_unstemmed Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
title_short Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
title_sort Gamification and vocabulary learning among superior basic education students at a public institution in Loja city, school year 2023-2024
topic GAMIFICACIÓN
VOCABULARIO EN INGLÉS
PROCESO DE APRENDIZAJE
url https://dspace.unl.edu.ec/jspui/handle/123456789/29864