Gamification a way to Improve Social Management and Self-efficacy

ABSTRACT : This action-research aimed improving student’s self-efficacy and social management thought the gamification approach. It was conducted in a public school in La Ceja del Tambo in Antioquia with 34 seven graders. Action strategies included the implementation of a gamification system with ga...

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Autores:
Ríos Ramírez, Kevin Eduardo
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:10495/42469
Acceso en línea:
https://hdl.handle.net/10495/42469
Palabra clave:
Action research
English language - Study and teaching
Gamification
Management - Social aspects
Self-efficacy
Enseñanza de una segunda lengua
Second language instruction
Juego educativo
Educational games
Investigación acción
Gamificación
http://id.loc.gov/authorities/subjects/sh85000722
http://id.loc.gov/authorities/subjects/sh85043705
http://id.loc.gov/authorities/subjects/sh2015002481
http://id.loc.gov/authorities/subjects/sh2010100385
http://id.loc.gov/authorities/subjects/sh93006407
http://vocabularies.unesco.org/thesaurus/concept3932
http://vocabularies.unesco.org/thesaurus/concept9227
Rights
openAccess
License
http://creativecommons.org/licenses/by-nc-nd/2.5/co/
Description
Summary:ABSTRACT : This action-research aimed improving student’s self-efficacy and social management thought the gamification approach. It was conducted in a public school in La Ceja del Tambo in Antioquia with 34 seven graders. Action strategies included the implementation of a gamification system with games, points and rewards, visual marks, and a leaderboard. Data gathering instruments included teacher’s journal, questionnaires, surveys, teachers’ reflections, and video recordings, Findings referred to playing an assuming roles help students to solve conflicts and the reflection process helps students become aware of their abilities.