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...
- 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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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 |
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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 |
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http://vocabularies.unesco.org/thesaurus/concept3932 http://vocabularies.unesco.org/thesaurus/concept9227 |
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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 |
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Tesis/Trabajo de grado - Monografía - Pregrado |
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http://purl.org/coar/resource_type/c_7a1f |
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https://purl.org/redcol/resource_type/TP |
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http://purl.org/coar/version/c_b1a7d7d4d402bcce |
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info:eu-repo/semantics/bachelorThesis |
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info:eu-repo/semantics/draft |
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http://purl.org/coar/resource_type/c_7a1f |
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draft |
| dc.identifier.uri.none.fl_str_mv |
https://hdl.handle.net/10495/42469 |
| url |
https://hdl.handle.net/10495/42469 |
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eng |
| language |
eng |
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http://creativecommons.org/licenses/by-nc-nd/2.5/co/ |
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https://creativecommons.org/licenses/by-nc-sa/4.0/ |
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35 |
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Universidad de Antioquia |
| dc.publisher.place.spa.fl_str_mv |
El Carmen de Viboral, Colombia |
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Escuela de Idiomas. Licenciatura en Lenguas Extranjeras |
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Universidad de Antioquia |
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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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