The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.

El presente trabajo de grado describe una propuesta de investigación acción, la cual estudia la influencia de los videojuegos educativos como herramienta y estrategia principal en el aprendizaje del inglés, teniendo en cuenta el desarrollo de las habilidades de lectura en un nivel básico. La investi...

Full description

Autores:
Medina Bolívar, Iván Andrés
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2019
Institución:
Universidad Pedagógica Nacional
Repositorio:
Repositorio Institucional UPN
Idioma:
spa
OAI Identifier:
oai:repository.pedagogica.edu.co:20.500.12209/11800
Acceso en línea:
http://hdl.handle.net/20.500.12209/11800
Palabra clave:
Educational video games
Silent extensive reading
General text comprehension
Cooperative learning
Motivation and engagement
Rights
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
id RPEDAGO2_bcceb093a46efa23d90ef2717ddf442f
oai_identifier_str oai:repository.pedagogica.edu.co:20.500.12209/11800
network_acronym_str RPEDAGO2
network_name_str Repositorio Institucional UPN
repository_id_str
dc.title.eng.fl_str_mv The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
title The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
spellingShingle The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
Educational video games
Silent extensive reading
General text comprehension
Cooperative learning
Motivation and engagement
title_short The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
title_full The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
title_fullStr The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
title_full_unstemmed The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
title_sort The use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.
dc.creator.fl_str_mv Medina Bolívar, Iván Andrés
dc.contributor.advisor.spa.fl_str_mv Martínez Cifuentes, Diana
dc.contributor.author.spa.fl_str_mv Medina Bolívar, Iván Andrés
dc.subject.eng.fl_str_mv Educational video games
Silent extensive reading
General text comprehension
Cooperative learning
Motivation and engagement
topic Educational video games
Silent extensive reading
General text comprehension
Cooperative learning
Motivation and engagement
description El presente trabajo de grado describe una propuesta de investigación acción, la cual estudia la influencia de los videojuegos educativos como herramienta y estrategia principal en el aprendizaje del inglés, teniendo en cuenta el desarrollo de las habilidades de lectura en un nivel básico. La investigación se realizó con estudiantes de grado octavo del colegio Cedid Guillermo Cano Isaza. Adicionalmente, este documento ofrece una descripción clara de la estrategia pedagógica que se utilizó para el desarrollo de esta propuesta. Esta investigación surgió como resultado de una observación realizada a un grupo de estudiantes, la cual mostró que su competencia lectora en el idioma inglés era bastante limitada. Dentro de las dificultades que los estudiantes presentaron fue posible encontrar que no comprendían textos y conversaciones básicas escritas en inglés, lo cual les hacía difícil interpretar, comprender y comunicar acertadamente sus ideas a través de esta lengua extranjera. Finalmente, los resultados de este estudio buscan contribuir al campo de la enseñanza de la lengua extranjera, así como a los estudiantes y la comunidad educativa en general.
publishDate 2019
dc.date.issued.none.fl_str_mv 2019
dc.date.accessioned.none.fl_str_mv 2020-04-24T14:23:01Z
dc.date.available.none.fl_str_mv 2020-04-24T14:23:01Z
dc.type.spa.fl_str_mv info:eu-repo/semantics/bachelorThesis
dc.type.local.spa.fl_str_mv Tesis/Trabajo de grado - Monografía – Pregrado
dc.type.coar.eng.fl_str_mv http://purl.org/coar/resource_type/c_7a1f
dc.type.driver.eng.fl_str_mv info:eu-repo/semantics/bachelorThesis
dc.type.version.none.fl_str_mv info:eu-repo/semantics/acceptedVersion
format http://purl.org/coar/resource_type/c_7a1f
status_str acceptedVersion
dc.identifier.other.spa.fl_str_mv TE-23902
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/20.500.12209/11800
dc.identifier.instname.spa.fl_str_mv instname:Universidad Pedagógica Nacional
instname:Universidad Pedagógica Nacional
dc.identifier.reponame.spa.fl_str_mv reponame: Repositorio Institucional UPN
dc.identifier.repourl.none.fl_str_mv repourl: http://repositorio.pedagogica.edu.co/
identifier_str_mv TE-23902
instname:Universidad Pedagógica Nacional
reponame: Repositorio Institucional UPN
repourl: http://repositorio.pedagogica.edu.co/
url http://hdl.handle.net/20.500.12209/11800
dc.language.iso.spa.fl_str_mv spa
language spa
dc.relation.references.spa.fl_str_mv Anderson AF, Green CS, Bavelier D. (2012). Capturing shifts in cognitive strategies and speed-accuracy tradeoffs in action video game players
Baierschmidt, J. (2012). Learning English through Video Gaming. http://id.nii.ac.jp/1092/00000912/.
Baierschmidt, J. (2012). Learning English through video gaming
Baniqued, P (2013). Cognitive training with casual video games: points to consider
Best, J. W., & Kahn, J. V. (1989). Research in education (6th Edition). Englewoods Cliffs, N.J.: Prentice-Hall
Burns, R. (2000). Quantitative approaches to research.
Bromley, D. B. (1990). The case-study method in psychology and related- disciplines. Chichester: John Wiley & Sons
Brown, D. (1989). A world of books. Washington, D.C.: Teachers of English to Speakers of Other Languages
Brown, S.C., Richard a. Stevens, J., Troiano, P.F., and Schneider, M.K. (2002). Exploring complex phenomenon: grounded theory in student affairs research. Journal of College Student Development, 43, 2, 1 - 11.
Castillo, L. (2015). Aprendizaje de vocabulario en inglés mediante la experiencia prolongada de juego: The Sims 4. Pontificia Universidad Javeriana
Chris, A., & Lindsay, E. (2015). A brief review of effective teaching practices that maximize student engagement, Preventing School Failure. Alternative Education for Children and Youth
Corbin, J., & Strauss, A. (2008). Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory (3rd Ed.). Thousand Oaks, CA: Sage.
Denzin, N and Lincoln, Y. (1994). Handbook of Qualitative Research, Thousand Oaks (Calif), Sage
Denzin, N., & Lincoln, Y. (1994). Introduction: entering the field of qualitative research. Handbook of qualitative research. Thousand Oaks, California: Sage Publications Ltd
Deubel, P (2011). Game on! Transforming education through technology
Egenfeldt-Nielsen, S., Smith, J. & Tosca, S. (2008). Understanding Video Games: The Essential Introduction. Nueva York y Londres: Routledge
Flick, U (1998). An introduction to qualitative research. London, Sage
Fredricks, A., Blumenfeld, P., & Paris, A. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74, 59-109
Galvis, H. A. (2011a). Transforming traditional communicative language instruction into computer-technology based instruction: Experiences, challenges and considerations. Folios, 34, 93-102
Galvis, H. A. (2011b). Using video game-based instruction in an EFL program: Understanding the power of video games in education. Colombian Applied Linguistics Journal, 13(1), 54-70.
Gary, J.o. (1975). Delayed listening practice in initial stages of second language learning. New York: Academic Press.
Garris, Rosemary, Ahlers, Robert & Driskell, James E. (2002). Games, motivation, and learning: A research and practice model. Journal: Simulation & Gaming. Volume: 33.
Glaser, B. & Strauss, A. (1967). The discovery of grounded theory. Chicago: Aldine Press.
Gee, J.P. (2003). What video games have to teach us about learning and literacy? New York, NY: Palgrave Macmillan
Gee, J. P. (2007). Good video games, good learning: Collected essays on video games, learning, and literacy. New York, NY: P. Lang.
Gentile, D. (2011). The Multiple Dimensions of Video Game Effects – Wiley Online Library.
Gerlach, J. M. (1994). Is this collaboration? In Bosworth, K. & Hamilton, S. J. (Eds.), Collaborative Learning: Underlying Processes and Effective Techniques, New Directions for Teaching and Learning, No. 59. (pp.5-14). San Francisco; USA, Jossey-Bass Publishing.
Groves, Robert M.; Fowler, Floyd J.; Couper, Mick P.; Lepkowski, James M.; Singer, Eleanor & Tourangeau, Roger (2004). Survey methodology. Hoboken, NJ: John Wiley & Sons
Honey & Hilton. (2011). Learning Science through Computer Games and Simulations
Johnson, D., & Johnson, R. (2002). Learning together and alone: Overview and meta-analysis. Asia Pacific Journal of Education, 22, 95-105.
Jenni, R.W. & Mauriel, J. (2004). Cooperation and collaboration: Reality or rhetoric? International Journal of Leadership in Education. 7(2 ), pp. 181–95
Kalyuga, S., & Plass, J. L. (2009). Evaluating and managing cognitive load in games. Handbook of research on effective electronic gaming in education. Hershey, PA: Information Science Reference
Lepper, M., Corpus, J., & Iyengar, S. (2005). Intrinsic and extrinsic motivational orientations in the classroom: Age differ-ences and academic correlates. Journal of Educational Psychology, 97, 184-196. Doi: 10.1037/0022-0663.97.2.184
Long, Michael & Richards, J. (1987). Methodology in TESOL, Boston: Heinle & Heinle Publishers
Manual de convivencia I.E.D Guillermo cano Isaza, 2016
Mayer, R. E. (2014). Computer games for learning. An evidence-based approach. Cambridge, MA: MIT Press
Merriam, S. B. (2009). Qualitative research: A guide to design and implementation. San Francisco, CA: John Wiley & Sons
McNiff, J. (2002). Action research: principles and practice. London: Routledge
Norum, E. (2008). Qualitative research methods. Editorial Board General Editor Lisa M. Given University of Alberta
Nunan, D. (2003). Practical English language teaching. New York: McGraw Hill
Parra, J., y Borda, M. (2009). Lenguajes y Lecturas en “Fable: The Lost Chapters” ¿Qué nos pasa cuando video jugamos? Bogotá, Colombia
Pascual, J. (2013). El uso de videojuegos como herramienta didáctica. Universidad De La Rioja
Perkins D N, Salomon G 1988. Teaching for transfer. Educational Leadership 46 (1): 22-32
Phillips, D. K. and Carr, K. (2010). Becoming a researcher teacher through action research: Process, context and self-study, Routledge: NY
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1, 21. http://dx.doi.org/10.1145/950566.950596
Robert K. (2002). Yin's Case Study Research Design and Methods
Rosas, R. Nussbaum, M. Cumsille, P. Marianov, V. Correa, M. Flores, P. Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.
Rosenberg, M. J. (1969). Artifacts in behavioral research (p.279-349). New York: Academic Press
Russell, V. J., Ainley, M., & Frydenberg, E. (2005). Student motivation and engagement. Schooling Issues Digest. Australian Government, Department of Education, Science and Training
Salomon G, Perkins D. N. (1987). Transfer of cognitive skills from programming: When and how? Journal of Educational Computing Research 3: 149-169.
Smith, B., & MacGregor, J. (2013). What is collaborative learning? Collaborative Learning: A Sourcebook for Higher Education. Pennsylvania State University; USA, National center on postsecondary teaching, learning, and assessment publishing
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Technology, education—Connections (The TEC series).
Strauss, A. and Corbin, L. (1990). Basics of grounded theory methods. Beverly Hills, CA. Sage
Sussman, R. (2009). Structural and semantic constraints on the resolution of pronouns and reflexives
Tudor, I. (2001). The dynamics of the language classroom. Cambridge: Cambridge, UK University Press
Trybus, Jessica. (2015). “Game-Based Learning: What it is, why it Works, and where it’s going.” New Media Institute
Vahdat, S., & Behbahani, A. (2013). The effect of video games on Iranian EFL learners' vocabulary learning. Reading Matrix: An International Online Journal, 13(1), 61-71. Retrieved from http://www.readingmatrix.com/
Virvou, M. Katsionis, G. (2008). Combining software games with education: evaluation of its educational effectiveness. Educational Technology & Society, 8 (2), 54-65. Retrieved from http://www.ifets.info/journals/8_2/5.pdf
Watts, H. (1985). When teachers are researchers, teaching improves. Journal of Staff Development, 6 (2), 118-127
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_abf2
dc.rights.uri.none.fl_str_mv https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rights.access.spa.fl_str_mv Acceso abierto
dc.rights.creativecommons.none.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
rights_invalid_str_mv https://creativecommons.org/licenses/by-nc-nd/4.0/
Acceso abierto
Attribution-NonCommercial-NoDerivatives 4.0 International
http://purl.org/coar/access_right/c_abf2
dc.format.spa.fl_str_mv PDF
dc.format.mimetype.spa.fl_str_mv application/pdf
dc.publisher.spa.fl_str_mv Universidad Pedagógica Nacional
dc.publisher.program.spa.fl_str_mv Licenciatura en Español e Inglés
dc.publisher.faculty.spa.fl_str_mv Facultad de Humanidades
dc.source.spa.fl_str_mv reponame:Repositorio Institucional de la Universidad Pedagógica Nacional
instname:Universidad Pedagógica Nacional
instname_str Universidad Pedagógica Nacional
institution Universidad Pedagógica Nacional
reponame_str Repositorio Institucional de la Universidad Pedagógica Nacional
collection Repositorio Institucional de la Universidad Pedagógica Nacional
bitstream.url.fl_str_mv http://repository.pedagogica.edu.co/bitstream/20.500.12209/11800/3/TE-23902.pdf.jpg
http://repository.pedagogica.edu.co/bitstream/20.500.12209/11800/2/license.txt
http://repository.pedagogica.edu.co/bitstream/20.500.12209/11800/1/TE-23902.pdf
bitstream.checksum.fl_str_mv 482571487bf8e34b5fce1537e819413d
8a4605be74aa9ea9d79846c1fba20a33
60779e3c14e4ce5e471d9188f52a18b5
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
repository.name.fl_str_mv Repositorio Institucional Universidad Pedagógica Nacional
repository.mail.fl_str_mv repositorio@pedagogica.edu.co
_version_ 1814445065768009728
spelling Martínez Cifuentes, DianaMedina Bolívar, Iván Andrés2020-04-24T14:23:01Z2020-04-24T14:23:01Z2019TE-23902http://hdl.handle.net/20.500.12209/11800instname:Universidad Pedagógica Nacionalinstname:Universidad Pedagógica Nacionalreponame: Repositorio Institucional UPNrepourl: http://repositorio.pedagogica.edu.co/El presente trabajo de grado describe una propuesta de investigación acción, la cual estudia la influencia de los videojuegos educativos como herramienta y estrategia principal en el aprendizaje del inglés, teniendo en cuenta el desarrollo de las habilidades de lectura en un nivel básico. La investigación se realizó con estudiantes de grado octavo del colegio Cedid Guillermo Cano Isaza. Adicionalmente, este documento ofrece una descripción clara de la estrategia pedagógica que se utilizó para el desarrollo de esta propuesta. Esta investigación surgió como resultado de una observación realizada a un grupo de estudiantes, la cual mostró que su competencia lectora en el idioma inglés era bastante limitada. Dentro de las dificultades que los estudiantes presentaron fue posible encontrar que no comprendían textos y conversaciones básicas escritas en inglés, lo cual les hacía difícil interpretar, comprender y comunicar acertadamente sus ideas a través de esta lengua extranjera. Finalmente, los resultados de este estudio buscan contribuir al campo de la enseñanza de la lengua extranjera, así como a los estudiantes y la comunidad educativa en general.Submitted by Melissa Cuastuza (mcuastuza@pedagogica.edu.co) on 2020-04-24T14:21:35Z No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Approved for entry into archive by Biblioteca UPN (repositoriobiblioteca@pedagogica.edu.co) on 2020-04-24T14:22:17Z (GMT) No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Approved for entry into archive by Melissa Cuastuza (mcuastuza@pedagogica.edu.co) on 2020-04-24T14:23:01Z (GMT) No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Made available in DSpace on 2020-04-24T14:23:01Z (GMT). No. of bitstreams: 1 TE-23902.pdf: 3237056 bytes, checksum: 60779e3c14e4ce5e471d9188f52a18b5 (MD5)Licenciado en Español e InglésTesis de pregradoPDFapplication/pdfspaUniversidad Pedagógica NacionalLicenciatura en Español e InglésFacultad de Humanidadeshttps://creativecommons.org/licenses/by-nc-nd/4.0/Acceso abiertoAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://purl.org/coar/access_right/c_abf2reponame:Repositorio Institucional de la Universidad Pedagógica Nacionalinstname:Universidad Pedagógica NacionalEducational video gamesSilent extensive readingGeneral text comprehensionCooperative learningMotivation and engagementThe use of educational videogames, as a pedagogical strategy to develop basic EFL reading skills in a group of 8th graders at Guillermo Cano Isaza School.info:eu-repo/semantics/bachelorThesisTesis/Trabajo de grado - Monografía – Pregradohttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/acceptedVersionAnderson AF, Green CS, Bavelier D. (2012). Capturing shifts in cognitive strategies and speed-accuracy tradeoffs in action video game playersBaierschmidt, J. (2012). Learning English through Video Gaming. http://id.nii.ac.jp/1092/00000912/.Baierschmidt, J. (2012). Learning English through video gamingBaniqued, P (2013). Cognitive training with casual video games: points to considerBest, J. W., & Kahn, J. V. (1989). Research in education (6th Edition). Englewoods Cliffs, N.J.: Prentice-HallBurns, R. (2000). Quantitative approaches to research.Bromley, D. B. (1990). The case-study method in psychology and related- disciplines. Chichester: John Wiley & SonsBrown, D. (1989). A world of books. Washington, D.C.: Teachers of English to Speakers of Other LanguagesBrown, S.C., Richard a. Stevens, J., Troiano, P.F., and Schneider, M.K. (2002). Exploring complex phenomenon: grounded theory in student affairs research. Journal of College Student Development, 43, 2, 1 - 11.Castillo, L. (2015). Aprendizaje de vocabulario en inglés mediante la experiencia prolongada de juego: The Sims 4. Pontificia Universidad JaverianaChris, A., & Lindsay, E. (2015). A brief review of effective teaching practices that maximize student engagement, Preventing School Failure. Alternative Education for Children and YouthCorbin, J., & Strauss, A. (2008). Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory (3rd Ed.). Thousand Oaks, CA: Sage.Denzin, N and Lincoln, Y. (1994). Handbook of Qualitative Research, Thousand Oaks (Calif), SageDenzin, N., & Lincoln, Y. (1994). Introduction: entering the field of qualitative research. Handbook of qualitative research. Thousand Oaks, California: Sage Publications LtdDeubel, P (2011). Game on! Transforming education through technologyEgenfeldt-Nielsen, S., Smith, J. & Tosca, S. (2008). Understanding Video Games: The Essential Introduction. Nueva York y Londres: RoutledgeFlick, U (1998). An introduction to qualitative research. London, SageFredricks, A., Blumenfeld, P., & Paris, A. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74, 59-109Galvis, H. A. (2011a). Transforming traditional communicative language instruction into computer-technology based instruction: Experiences, challenges and considerations. Folios, 34, 93-102Galvis, H. A. (2011b). Using video game-based instruction in an EFL program: Understanding the power of video games in education. Colombian Applied Linguistics Journal, 13(1), 54-70.Gary, J.o. (1975). Delayed listening practice in initial stages of second language learning. New York: Academic Press.Garris, Rosemary, Ahlers, Robert & Driskell, James E. (2002). Games, motivation, and learning: A research and practice model. Journal: Simulation & Gaming. Volume: 33.Glaser, B. & Strauss, A. (1967). The discovery of grounded theory. Chicago: Aldine Press.Gee, J.P. (2003). What video games have to teach us about learning and literacy? New York, NY: Palgrave MacmillanGee, J. P. (2007). Good video games, good learning: Collected essays on video games, learning, and literacy. New York, NY: P. Lang.Gentile, D. (2011). The Multiple Dimensions of Video Game Effects – Wiley Online Library.Gerlach, J. M. (1994). Is this collaboration? In Bosworth, K. & Hamilton, S. J. (Eds.), Collaborative Learning: Underlying Processes and Effective Techniques, New Directions for Teaching and Learning, No. 59. (pp.5-14). San Francisco; USA, Jossey-Bass Publishing.Groves, Robert M.; Fowler, Floyd J.; Couper, Mick P.; Lepkowski, James M.; Singer, Eleanor & Tourangeau, Roger (2004). Survey methodology. Hoboken, NJ: John Wiley & SonsHoney & Hilton. (2011). Learning Science through Computer Games and SimulationsJohnson, D., & Johnson, R. (2002). Learning together and alone: Overview and meta-analysis. Asia Pacific Journal of Education, 22, 95-105.Jenni, R.W. & Mauriel, J. (2004). Cooperation and collaboration: Reality or rhetoric? International Journal of Leadership in Education. 7(2 ), pp. 181–95Kalyuga, S., & Plass, J. L. (2009). Evaluating and managing cognitive load in games. Handbook of research on effective electronic gaming in education. Hershey, PA: Information Science ReferenceLepper, M., Corpus, J., & Iyengar, S. (2005). Intrinsic and extrinsic motivational orientations in the classroom: Age differ-ences and academic correlates. Journal of Educational Psychology, 97, 184-196. Doi: 10.1037/0022-0663.97.2.184Long, Michael & Richards, J. (1987). Methodology in TESOL, Boston: Heinle & Heinle PublishersManual de convivencia I.E.D Guillermo cano Isaza, 2016Mayer, R. E. (2014). Computer games for learning. An evidence-based approach. Cambridge, MA: MIT PressMerriam, S. B. (2009). Qualitative research: A guide to design and implementation. San Francisco, CA: John Wiley & SonsMcNiff, J. (2002). Action research: principles and practice. London: RoutledgeNorum, E. (2008). Qualitative research methods. Editorial Board General Editor Lisa M. Given University of AlbertaNunan, D. (2003). Practical English language teaching. New York: McGraw HillParra, J., y Borda, M. (2009). Lenguajes y Lecturas en “Fable: The Lost Chapters” ¿Qué nos pasa cuando video jugamos? Bogotá, ColombiaPascual, J. (2013). El uso de videojuegos como herramienta didáctica. Universidad De La RiojaPerkins D N, Salomon G 1988. Teaching for transfer. Educational Leadership 46 (1): 22-32Phillips, D. K. and Carr, K. (2010). Becoming a researcher teacher through action research: Process, context and self-study, Routledge: NYPrensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1, 21. http://dx.doi.org/10.1145/950566.950596Robert K. (2002). Yin's Case Study Research Design and MethodsRosas, R. Nussbaum, M. Cumsille, P. Marianov, V. Correa, M. Flores, P. Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.Rosenberg, M. J. (1969). Artifacts in behavioral research (p.279-349). New York: Academic PressRussell, V. J., Ainley, M., & Frydenberg, E. (2005). Student motivation and engagement. Schooling Issues Digest. Australian Government, Department of Education, Science and TrainingSalomon G, Perkins D. N. (1987). Transfer of cognitive skills from programming: When and how? Journal of Educational Computing Research 3: 149-169.Smith, B., & MacGregor, J. (2013). What is collaborative learning? Collaborative Learning: A Sourcebook for Higher Education. Pennsylvania State University; USA, National center on postsecondary teaching, learning, and assessment publishingSquire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Technology, education—Connections (The TEC series).Strauss, A. and Corbin, L. (1990). Basics of grounded theory methods. Beverly Hills, CA. SageSussman, R. (2009). Structural and semantic constraints on the resolution of pronouns and reflexivesTudor, I. (2001). The dynamics of the language classroom. Cambridge: Cambridge, UK University PressTrybus, Jessica. (2015). “Game-Based Learning: What it is, why it Works, and where it’s going.” New Media InstituteVahdat, S., & Behbahani, A. (2013). The effect of video games on Iranian EFL learners' vocabulary learning. Reading Matrix: An International Online Journal, 13(1), 61-71. Retrieved from http://www.readingmatrix.com/Virvou, M. Katsionis, G. (2008). Combining software games with education: evaluation of its educational effectiveness. Educational Technology & Society, 8 (2), 54-65. Retrieved from http://www.ifets.info/journals/8_2/5.pdfWatts, H. (1985). When teachers are researchers, teaching improves. Journal of Staff Development, 6 (2), 118-127THUMBNAILTE-23902.pdf.jpgTE-23902.pdf.jpgIM Thumbnailimage/jpeg2881http://repository.pedagogica.edu.co/bitstream/20.500.12209/11800/3/TE-23902.pdf.jpg482571487bf8e34b5fce1537e819413dMD53LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repository.pedagogica.edu.co/bitstream/20.500.12209/11800/2/license.txt8a4605be74aa9ea9d79846c1fba20a33MD52ORIGINALTE-23902.pdfTE-23902.pdfapplication/pdf3237056http://repository.pedagogica.edu.co/bitstream/20.500.12209/11800/1/TE-23902.pdf60779e3c14e4ce5e471d9188f52a18b5MD5120.500.12209/11800oai:repository.pedagogica.edu.co:20.500.12209/118002023-08-10 10:16:29.625Repositorio Institucional Universidad Pedagógica Nacionalrepositorio@pedagogica.edu.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