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/
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oai_identifier_str oai:bibliotecadigital.udea.edu.co:10495/42469
network_acronym_str UDEA2
network_name_str Repositorio UdeA
repository_id_str
dc.title.spa.fl_str_mv Gamification a way to Improve Social Management and Self-efficacy
dc.title.translated.spa.fl_str_mv La gamificación, una forma de mejorar la gestión social y la autoeficacia
title Gamification a way to Improve Social Management and Self-efficacy
spellingShingle Gamification a way to Improve Social Management and Self-efficacy
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
title_short Gamification a way to Improve Social Management and Self-efficacy
title_full Gamification a way to Improve Social Management and Self-efficacy
title_fullStr Gamification a way to Improve Social Management and Self-efficacy
title_full_unstemmed Gamification a way to Improve Social Management and Self-efficacy
title_sort Gamification a way to Improve Social Management and Self-efficacy
dc.creator.fl_str_mv Ríos Ramírez, Kevin Eduardo
dc.contributor.advisor.none.fl_str_mv Arias Patiño, Natalia
Herrera Carvajal, Carolina
dc.contributor.author.none.fl_str_mv Ríos Ramírez, Kevin Eduardo
dc.subject.lcsh.none.fl_str_mv Action research
English language - Study and teaching
Gamification
Management - Social aspects
Self-efficacy
topic 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
dc.subject.unesco.none.fl_str_mv Enseñanza de una segunda lengua
Second language instruction
Juego educativo
Educational games
dc.subject.lemb.none.fl_str_mv Investigación acción
dc.subject.proposal.spa.fl_str_mv Gamificación
dc.subject.lcshuri.none.fl_str_mv 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
dc.subject.unescouri.none.fl_str_mv http://vocabularies.unesco.org/thesaurus/concept3932
http://vocabularies.unesco.org/thesaurus/concept9227
description 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.
publishDate 2023
dc.date.issued.none.fl_str_mv 2023
dc.date.accessioned.none.fl_str_mv 2024-09-30T15:27:03Z
dc.date.available.none.fl_str_mv 2024-09-30T15:27:03Z
dc.type.spa.fl_str_mv Tesis/Trabajo de grado - Monografía - Pregrado
dc.type.coar.spa.fl_str_mv http://purl.org/coar/resource_type/c_7a1f
dc.type.redcol.spa.fl_str_mv https://purl.org/redcol/resource_type/TP
dc.type.coarversion.spa.fl_str_mv http://purl.org/coar/version/c_b1a7d7d4d402bcce
dc.type.driver.spa.fl_str_mv info:eu-repo/semantics/bachelorThesis
dc.type.version.spa.fl_str_mv info:eu-repo/semantics/draft
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status_str draft
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/10495/42469
url https://hdl.handle.net/10495/42469
dc.language.iso.spa.fl_str_mv eng
language eng
dc.rights.uri.*.fl_str_mv http://creativecommons.org/licenses/by-nc-nd/2.5/co/
dc.rights.uri.spa.fl_str_mv https://creativecommons.org/licenses/by-nc-sa/4.0/
dc.rights.accessrights.spa.fl_str_mv info:eu-repo/semantics/openAccess
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rights_invalid_str_mv http://creativecommons.org/licenses/by-nc-nd/2.5/co/
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dc.format.extent.spa.fl_str_mv 35
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dc.publisher.spa.fl_str_mv Universidad de Antioquia
dc.publisher.place.spa.fl_str_mv El Carmen de Viboral, Colombia
dc.publisher.faculty.spa.fl_str_mv Escuela de Idiomas. Licenciatura en Lenguas Extranjeras
institution Universidad de Antioquia
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spelling Arias Patiño, NataliaHerrera Carvajal, CarolinaRíos Ramírez, Kevin Eduardo2024-09-30T15:27:03Z2024-09-30T15:27:03Z2023https://hdl.handle.net/10495/42469ABSTRACT : 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.PregradoLicenciado en Lenguas Extranjeras35application/pdfengUniversidad de AntioquiaEl Carmen de Viboral, ColombiaEscuela de Idiomas. 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