Fostering Adult Students' Autonomy through Digital Games as Homework Based on Andragogical Principles

ABSTRACT: The study of English as a Foreign Language (EFL) has become an opportunity for adults to achieve greater goals within their personal lives. Nevertheless, adults, due to their busy schedules, have less time to invest in homework, leading them to not remember very well the topics explained i...

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Autores:
Zapata Guzmán, Evelyn
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2022
Institución:
Universidad de Antioquia
Repositorio:
Repositorio UdeA
Idioma:
eng
OAI Identifier:
oai:bibliotecadigital.udea.edu.co:10495/34947
Acceso en línea:
https://hdl.handle.net/10495/34947
Palabra clave:
Action research
Adult students
Homework
Video games in education
Estudiante adulto
English as a foreign language
Student autonomy
Andragogía
Autonomia del estudiante
Inglés como lengua extranjera
Investigacion acción – Medellin
Juegos educativos
http://id.loc.gov/authorities/subjects/sh85000722
http://id.loc.gov/authorities/subjects/sh2003008908
https://id.loc.gov/authorities/subjects/sh85061742.html
https://id.loc.gov/authorities/subjects/sh2014100035.html
http://vocabularies.unesco.org/thesaurus/concept1481
Rights
openAccess
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
Description
Summary:ABSTRACT: The study of English as a Foreign Language (EFL) has become an opportunity for adults to achieve greater goals within their personal lives. Nevertheless, adults, due to their busy schedules, have less time to invest in homework, leading them to not remember very well the topics explained in the class before. This action research aims to use Digital Games as homework, based on andragogical principles, to foster adult students' autonomy to review EFL class topics. This study was implemented in the Programa de Inglés para Adultos (PIA) online course 9 from Universidad de Antioquia. Fourteen students participated during a bimester where they used two types of Digital Games designed by the researcher as homework. The data was collected and validated through the triangulation method coming from journal entries, a group interview and two questionnaires. The results show that Digital Games assigned as homework effectively enhanced adult students' engagement and autonomy while developing them, which facilitated the retention of information from previous classes.