Gamification and Classroom Management in a Group of Fifth Graders

ABSTRACT: This project was developed with fifth-year students of the Fe y Alegria Luis Amigó Educational Institution. Due to the behaviour of the students in class, where there is evidence of inattention and disorder during classes, we decided to carry out an action research study in order to implem...

Full description

Autores:
Gómez Rivas, Hugo Alexánder
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2023
Institución:
Universidad de Antioquia
Repositorio:
Repositorio UdeA
Idioma:
eng
OAI Identifier:
oai:bibliotecadigital.udea.edu.co:10495/37330
Acceso en línea:
https://hdl.handle.net/10495/37330
Palabra clave:
Action research
Gamification
Classroom management
English language learning
Aprendizaje de lenguas
Gamificación
Inglés - Aprendizaje
Investigación acción
Manejo de clase
http://id.loc.gov/authorities/subjects/sh2015002481
http://id.loc.gov/authorities/subjects/sh85000722
Rights
openAccess
License
http://creativecommons.org/licenses/by-nc-nd/2.5/co/
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dc.title.spa.fl_str_mv Gamification and Classroom Management in a Group of Fifth Graders
dc.title.translated.spa.fl_str_mv La gamificación y el manejo de la clase en un grupo de grado quinto
title Gamification and Classroom Management in a Group of Fifth Graders
spellingShingle Gamification and Classroom Management in a Group of Fifth Graders
Action research
Gamification
Classroom management
English language learning
Aprendizaje de lenguas
Gamificación
Inglés - Aprendizaje
Investigación acción
Manejo de clase
http://id.loc.gov/authorities/subjects/sh2015002481
http://id.loc.gov/authorities/subjects/sh85000722
title_short Gamification and Classroom Management in a Group of Fifth Graders
title_full Gamification and Classroom Management in a Group of Fifth Graders
title_fullStr Gamification and Classroom Management in a Group of Fifth Graders
title_full_unstemmed Gamification and Classroom Management in a Group of Fifth Graders
title_sort Gamification and Classroom Management in a Group of Fifth Graders
dc.creator.fl_str_mv Gómez Rivas, Hugo Alexánder
dc.contributor.advisor.none.fl_str_mv Vanegas Rojas, Marlon
dc.contributor.author.none.fl_str_mv Gómez Rivas, Hugo Alexánder
dc.subject.lcsh.none.fl_str_mv Action research
Gamification
topic Action research
Gamification
Classroom management
English language learning
Aprendizaje de lenguas
Gamificación
Inglés - Aprendizaje
Investigación acción
Manejo de clase
http://id.loc.gov/authorities/subjects/sh2015002481
http://id.loc.gov/authorities/subjects/sh85000722
dc.subject.proposal.spa.fl_str_mv Classroom management
English language learning
Aprendizaje de lenguas
Gamificación
Inglés - Aprendizaje
Investigación acción
Manejo de clase
dc.subject.lcshuri.none.fl_str_mv http://id.loc.gov/authorities/subjects/sh2015002481
http://id.loc.gov/authorities/subjects/sh85000722
description ABSTRACT: This project was developed with fifth-year students of the Fe y Alegria Luis Amigó Educational Institution. Due to the behaviour of the students in class, where there is evidence of inattention and disorder during classes, we decided to carry out an action research study in order to implement different recreational activities based on gamification. With this we want to improve student restless habits during English class and have an adequate classroom management that contributes in a better way to the learning of the language. To do this, we identified the problem, implemented the proposed actions and, finally, carried out an analysis based on the following sources of information: field diaries (journals), a questionnaire for the cooperating teacher in charge of the group, and an interview with a target group of students. After this analysis, we identified favourable results that demonstrated the positive influence of gamification in the English class to improve classroom management.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2023-11-15T17:24:26Z
dc.date.available.none.fl_str_mv 2023-11-15T17:24:26Z
dc.date.issued.none.fl_str_mv 2023
dc.type.spa.fl_str_mv Tesis/Trabajo de grado - Monografía - Pregrado
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dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/10495/37330
url https://hdl.handle.net/10495/37330
dc.language.iso.spa.fl_str_mv eng
language eng
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dc.publisher.spa.fl_str_mv Universidad de Antioquia
dc.publisher.place.spa.fl_str_mv Medellín, Colombia
dc.publisher.faculty.spa.fl_str_mv Escuela de Idiomas. Licenciatura en Lenguas Extranjeras
institution Universidad de Antioquia
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spelling Vanegas Rojas, MarlonGómez Rivas, Hugo Alexánder2023-11-15T17:24:26Z2023-11-15T17:24:26Z2023https://hdl.handle.net/10495/37330ABSTRACT: This project was developed with fifth-year students of the Fe y Alegria Luis Amigó Educational Institution. Due to the behaviour of the students in class, where there is evidence of inattention and disorder during classes, we decided to carry out an action research study in order to implement different recreational activities based on gamification. With this we want to improve student restless habits during English class and have an adequate classroom management that contributes in a better way to the learning of the language. To do this, we identified the problem, implemented the proposed actions and, finally, carried out an analysis based on the following sources of information: field diaries (journals), a questionnaire for the cooperating teacher in charge of the group, and an interview with a target group of students. After this analysis, we identified favourable results that demonstrated the positive influence of gamification in the English class to improve classroom management.PregradoLicenciado en Lenguas Extranjeras28application/pdfengUniversidad de AntioquiaMedellín, ColombiaEscuela de Idiomas. 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