Gamified teaching and English grammar learning through technology among ninth year students at a public institution of Loja city. School year 2022-2023. Enseñanza gamificada y aprendizaje de la gramática del inglés a través de la tecnología en estudiantes de noveno año de una institución pública de la ciudad de Loja. Año escolar 2022-2023.

Gamification is an innovative tool to motivate students to learn English grammar, which is fundamental for the production and comprehension of a foreign language. The objective of this study was to improve the English grammar learning by using gamified teaching through technology among ninth-year st...

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Gorde:
Xehetasun bibliografikoak
Egile nagusia: Torres Celi, Yahaira Alexandra (author)
Formatua: bachelorThesis
Argitaratua: 2023
Gaiak:
Sarrera elektronikoa:https://dspace.unl.edu.ec/jspui/handle/123456789/26755
Etiketak: Etiketa erantsi
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Deskribapena
Gaia:Gamification is an innovative tool to motivate students to learn English grammar, which is fundamental for the production and comprehension of a foreign language. The objective of this study was to improve the English grammar learning by using gamified teaching through technology among ninth-year students at a public institution of Loja city during the 2022 – 2023 school year. This research work was framed in the four steps of the action research design and followed a mixed methodology, which implied collecting quantitative and qualitative data. The instruments applied were the pretest, the posttest, the questionnaire and the field notes. The results achieved were registered in the EXCEL program for their statistical analysis according to the measures of central tendency: the mean and were presented by using tables and bar charts. The results of this research showed that the general pretest mean was 3.07/10, while the posttest was 7.64/10. Therefore, students performed better during grammar exercises after experiencing the use of digital games, such as Educaplay, bamboozle, BritishCouncil and Wordwall. Similarly, the questionnaire results demonstrated students agreed that gamification encouraged positive attitudes in class, they felt motivated by using gamification badges as rewards for completing activities and helped them to learn in a fun way. In summary, it seems possible that these results were due to the efficacy of the gamified teaching application through technology to cover the study of grammar dimensions: form, meaning and use. Keywords: English grammar, gamification, technology, motivation in education, digital games.