Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera
Este estudio explora cómo la gamificación y el aprendizaje cooperativo contribuyen a la adquisición de vocabulario en estudiantes de primaria que asisten a una fundación educativa comunitaria en Bogotá, Colombia. Estos aprendices, provenientes de contextos de bajos recursos, enfrentan desafíos en el...
- Autores:
-
Cely Triana, David Felipe
Malaver Nuñez, Diego Alejandro
Santiago, Otalora Cañón
Pedreros Ortiz, Carlos Eduardo
- Tipo de recurso:
- https://purl.org/coar/resource_type/c_7a1f
- Fecha de publicación:
- 2025
- Institución:
- Universidad El Bosque
- Repositorio:
- Repositorio U. El Bosque
- Idioma:
- eng
- OAI Identifier:
- oai:repositorio.unbosque.edu.co:20.500.12495/18036
- Acceso en línea:
- https://hdl.handle.net/20.500.12495/18036
- Palabra clave:
- Adquisición de vocabulario
Aprendizaje cooperativo
Gamificación
370.1175
Collaborative learning
Gamification
Vocabulary
- Rights
- License
- Attribution-ShareAlike 4.0 International
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Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera |
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Gamification and Cooperative Learning in Vocabulary Acquisition of Young EFL Students |
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Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera |
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Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera Adquisición de vocabulario Aprendizaje cooperativo Gamificación 370.1175 Collaborative learning Gamification Vocabulary |
| title_short |
Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera |
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Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera |
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Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera |
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Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera |
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Gamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjera |
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Cely Triana, David Felipe Malaver Nuñez, Diego Alejandro Santiago, Otalora Cañón Pedreros Ortiz, Carlos Eduardo |
| dc.contributor.advisor.none.fl_str_mv |
Garcia-Herreros Machado, Cesar Augusto |
| dc.contributor.author.none.fl_str_mv |
Cely Triana, David Felipe Malaver Nuñez, Diego Alejandro Santiago, Otalora Cañón Pedreros Ortiz, Carlos Eduardo |
| dc.subject.none.fl_str_mv |
Adquisición de vocabulario Aprendizaje cooperativo Gamificación |
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Adquisición de vocabulario Aprendizaje cooperativo Gamificación 370.1175 Collaborative learning Gamification Vocabulary |
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370.1175 |
| dc.subject.keywords.none.fl_str_mv |
Collaborative learning Gamification Vocabulary |
| description |
Este estudio explora cómo la gamificación y el aprendizaje cooperativo contribuyen a la adquisición de vocabulario en estudiantes de primaria que asisten a una fundación educativa comunitaria en Bogotá, Colombia. Estos aprendices, provenientes de contextos de bajos recursos, enfrentan desafíos en el aprendizaje del inglés debido a la exposición limitada al idioma y la falta de recursos educativos. Al identificarse que el escaso conocimiento léxico afecta su confianza, participación y desempeño académico, se buscó generar experiencias de aprendizaje más motivadoras y colaborativas. Con base en la teoría sociocultural de Vygotsky y en los principios del aprendizaje constructivista, la intervención combinó estrategias de gamificación analógica como puntos, recompensas y juegos interactivos con actividades cooperativas que fomentaron el trabajo en equipo y la comunicación auténtica. Se llevó a cabo un estudio de caso mixto con seis estudiantes entre los 8 y 15 años, utilizando pruebas, encuestas, entrevistas y notas de campo como instrumentos. Los resultados evidenciaron una mejora notable en el dominio y uso del vocabulario, así como un aumento en la motivación, la confianza y las habilidades socioemocionales. Los hallazgos sugieren que integrar métodos lúdicos y cooperativos favorece entornos inclusivos que promueven aprendizajes significativos y duraderos. A pesar de algunas limitaciones, el estudio destaca el potencial de los enfoques centrados en el estudiante y basados en el juego para fortalecer el desarrollo social y académico de aprendices en situación de vulnerabilidad. |
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2025 |
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2025-11-04T16:28:55Z |
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2025-10 |
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Abreu, J. N. (2022). Enhancing English Vocabulary Acquisition of Colombian High School Students Through Vocabulary Learning Techniques, Mobile Apps, and Web 2.0 Technologies. [Monografía]. Repositorio Institucional UNAD. https://repository.unad.edu.co/handle/10596/49724 Bai, Z. (2018). An analysis of English vocabulary learning strategies. Journal of Language Teaching and Research, 9(4), 849–856. https://doi.org/10.17507/jltr.0904.24 British Council. (2015). English in Colombia: An examination of policy, perceptions and influencing factors. British Council. https://www.teachingenglish.org.uk/sites/teacheng/files/English%20in%20Colombia.pdf Brown, H. D. (2004). Language assessment: Principles and classroom practices. Pearson Education. https://doi.org/10.4324/9780133041941 Cambridge English & QS. (2016). English at work: Global analysis of language skills in the workplace. Cambridge Assessment English. https://www.cambridgeenglish.org/images/english-at-work-full-report.pdf Cancino Avila, M. O., & Castillo Fonseca, G. (2021). Gamification: How does it impact L2 vocabulary learning and engagement? Electronic Journal of Foreign Language Teaching, 18(2), 156–170. Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications. Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). https://doi.org/10.1145/2181037.2181040 Dillman, D. A. (2000). Mail and internet surveys: The tailored design method. Wiley. Dörnyei, Z., & Murphey, T. (2009). Group dynamics in the language classroom. Cambridge University Press. EF Education First. (2024). EF English Proficiency Index 2024. EF. https://www.ef.edu/epi/ Ellis, R. (2003). Task-based language learning and teaching. Oxford University Press. Fowler, F. J. (2014). Survey research methods (5th ed.). SAGE Publications. García Silva, M., & Larreal Bracho, A. J. (2023). Gamificación como didáctica para el desarrollo de competencias comunicativas del idioma inglés: Una reflexión teórica. Dilemas Contemporáneos: Educación, Política y Valores, 11(Edición Especial), 1–31. https://doi.org/10.46377/dilemas.v11iEspecial.3884 Gardner, R. C. (1988). The socio-educational model of second language learning: Assumptions, findings and issues. Language Learning, 38(1), 101–126. Gillies, R. M. (2016). Cooperative learning: Review of research and practice. Australian Journal of Teacher Education, 41(3), 39–54. https://doi.org/10.14221/ajte.2016v41n3.3 Groves, R. M. (2004). Survey methodology. Wiley. Ha, T. Y. N., Nguyen, T. B. N., Nguyen, N. L. D., & Tran, T. N. (2022). The effects of collaborative learning on young ESL learners’ L2 anxiety and speaking performance. International Journal of Asian Education, 3(2), 125–137. https://doi.org/10.46966/ijae.v3i2.286 Hellberg, A.-S. (2023). The story of the hatter and the agile methods course: Gamification and game thinking in education. Journal of Pedagogical Research, 7(3), 19–42. https://doi.org/10.33902/JPR.202320130 Huang, X., Beck, S., Huang, L., & Lajoie, S. (2023, June 10–15). Emotion and emotion regulation matter: A case study on teachers’ online teaching experience during COVID-19. ISLS Annual Meeting 2023: Building knowledge and sustaining our community, Montréal, Canada. Johnson, D. W., & Johnson, R. T. (1975). Learning together and alone: Cooperation, competition, and individualization. Prentice-Hall. https://eric.ed.gov/?id=ED104868 Johnson, D. W., & Johnson, R. T. (2009). An educational psychology success story: Social interdependence theory and cooperative learning. Educational Researcher, 38, 365–379. https://doi.org/10.3102/0013189X09339057 Krashen, S. D. (1982). Principles and practice in second language acquisition. Pergamon Press. Krashen, S. D. (1985). The input hypothesis: Issues and implications. Longman. Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146–151. Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549 Mertens, D. M. (2015). Research and evaluation in education and psychology: Integrating diversity with quantitative, qualitative, and mixed methods (4th ed.). SAGE Publications. Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook (2nd ed.). SAGE Publications. Milosavljevic, M., & Reynolds, B. L. (2024). The effectiveness of comprehension-based visual arts instruction and production-based flashcard instruction in young English language learners’ vocabulary acquisition and retention. Studies in Second Language Learning and Teaching, 14(2), 311–338. https://doi.org/10.14746/ssllt.30183 Molina-García, P. F., Molina-García, A. R., & Gentry-Jones, J. (2021). Gamification as a didactic strategy for learning the English language. Mastery of the Sciences, 7(1), 722–730. https://doi.org/10.23857/dc.v7i1.1672 Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press. https://doi.org/10.1017/CBO9781139524759 Nation, P., & Waring, R. (1997). Vocabulary size, text coverage and word lists. En N. Schmitt & M. McCarthy (Eds.), Vocabulary: Description, acquisition, and pedagogy (pp. 6–19). Cambridge University Press. Peláez, C. A., & Solano, A. (2023). A practice for the design of interactive multimedia experiences based on gamification: A case study in elementary education. Sustainability, 15(3), 2385. https://doi.org/10.3390/su15032385 Petersen, G. B., Stenberdt, V., Mayer, R. E., & Makransky, G. (2023). Collaborative generative learning activities in immersive virtual reality increase learning. Computers & Education, 207, Article 104931. https://doi.org/10.1016/j.compedu.2023.104931 Pica, T. (2005). Classroom learning, teaching, and research: A task-based perspective. The Modern Language Journal, 89(3), 339–352. https://doi.org/10.1111/j.1540-4781.2005.00309.x Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Video-game based instruction for vocabulary acquisition with English language learners. Pulvermüller, F. (2005). Brain mechanisms linking language and action. Journal of Cognitive Neuroscience, 17(6), 884–892. https://doi.org/10.1162/0898929054021111 Ratinho, E. (2023). The role of gamified learning strategies in students’ motivation: A systematic review. Frontiers in Psychology. https://pmc.ncbi.nlm.nih.gov/articles/PMC10448467/ Rowland, C. F., Theakston, A. L., Ambridge, B., & Twomey, K. E. (Eds.). (2020). Current perspectives on child language acquisition: How children use their environment to learn (Vol. 27). John Benjamins Publishing Company. https://doi.org/10.1075/tilar.27 Rutherford, S. M. (Ed.). (2014). Collaborative learning: Theory, strategies and educational benefits (Education in a competitive and globalizing world). Nova Science Publishers. Rämä-Ory, P. (2022). Language acquisition in early years of childhood: The role of linguistic input, interaction and cognitive mechanisms. UNESCO-IESALC. https://unesdoc.unesco.org/ark:/48223/pf0000380564 Sailer, M., & Sailer, M. (2021). Gamification of learning and instruction: A systematic review. Educational Psychology Review, 33(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w Schrader, C. (2022). Serious games and game-based learning. En Handbook of Open, Distance and Digital Education (pp. 1–14). Springer. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006 Spinify. (s. f.). Who started gamification? Gamification history. https://www.spinify.com/blog/who-started-gamification-gamification-history Spinify. (s. f.). Who started gamification? Gamification history. https://www.spinify.com/blog/who-started-gamification-gamification-history Sunarwan, A., Madkur, A., & Putra, B. D. A. (2022). An exploration of barriers in learning to speak English in online setting amidst COVID-19 pandemic: A case of sophomore students in an Indonesian Islamic university. Jurnal Visi Pendidikan, 14(2), 84–95. https://jurnal.untan.ac.id/index.php/jvip/article/view/52829 Swain, M. (1985). Communicative competence: Some roles of comprehensible input and comprehensible output in its development. En S. Gass & C. Madden (Eds.), Input in second language acquisition (pp. 235–253). Newbury House. Tsay, C. H. H., Kofinas, A., & Luo, J. (2020). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 146, Article 101758. https://doi.org/10.1016/j.compedu.2018.01.009 Vrcelj, A., Hoić-Božić, N., & Dlab, M. H. (2023). Use of gamification in primary and secondary education: A systematic literature review. International Journal of Educational Methodology, 9(1), 13–27. https://doi.org/10.12973/ijem.9.1.13 Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press. Webb, S. (2020). Incidental vocabulary learning. En The Routledge handbook of vocabulary studies (pp. 225–239). Routledge. https://doi.org/10.4324/9780429291586 Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). SAGE Publications. Zhang, S. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13, 1030790. https://doi.org/10.3389/fpsyg.2022.1030790 |
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Garcia-Herreros Machado, Cesar AugustoCely Triana, David FelipeMalaver Nuñez, Diego AlejandroSantiago, Otalora CañónPedreros Ortiz, Carlos Eduardo2025-11-04T16:28:55Z2025-10https://hdl.handle.net/20.500.12495/18036instname:Universidad El Bosquereponame:Repositorio Institucional Universidad El Bosquerepourl:https://repositorio.unbosque.edu.coEste estudio explora cómo la gamificación y el aprendizaje cooperativo contribuyen a la adquisición de vocabulario en estudiantes de primaria que asisten a una fundación educativa comunitaria en Bogotá, Colombia. Estos aprendices, provenientes de contextos de bajos recursos, enfrentan desafíos en el aprendizaje del inglés debido a la exposición limitada al idioma y la falta de recursos educativos. Al identificarse que el escaso conocimiento léxico afecta su confianza, participación y desempeño académico, se buscó generar experiencias de aprendizaje más motivadoras y colaborativas. Con base en la teoría sociocultural de Vygotsky y en los principios del aprendizaje constructivista, la intervención combinó estrategias de gamificación analógica como puntos, recompensas y juegos interactivos con actividades cooperativas que fomentaron el trabajo en equipo y la comunicación auténtica. Se llevó a cabo un estudio de caso mixto con seis estudiantes entre los 8 y 15 años, utilizando pruebas, encuestas, entrevistas y notas de campo como instrumentos. Los resultados evidenciaron una mejora notable en el dominio y uso del vocabulario, así como un aumento en la motivación, la confianza y las habilidades socioemocionales. Los hallazgos sugieren que integrar métodos lúdicos y cooperativos favorece entornos inclusivos que promueven aprendizajes significativos y duraderos. A pesar de algunas limitaciones, el estudio destaca el potencial de los enfoques centrados en el estudiante y basados en el juego para fortalecer el desarrollo social y académico de aprendices en situación de vulnerabilidad.PregradoLicenciado en Bilingüismo con Énfasis en la Enseñanza del InglésThis study explores how gamification and cooperative learning contribute to vocabulary acquisition among primary school students attending a community based educational foundation in Bogotá, Colombia. These learners, who come from low income backgrounds, often face challenges in acquiring English due to limited exposure and resources. Recognizing that insufficient lexical knowledge affects students’ confidence, participation, and academic performance, the study aimed to create engaging and supportive learning experiences. Grounded in Vygotsky’s sociocultural theory and constructivist learning principles, the intervention combined analog gamification strategies such as points, rewards, and interactive games with cooperative tasks that fostered teamwork and authentic communication, Deterding et al. (2011). A mixed method case study was carried out with six students aged 8 to 15, using tests, surveys, interviews, and field notes. The findings revealed a clear improvement in students’ vocabulary range and use, as well as noticeable gains in motivation, confidence, and socio emotional skills. The results suggest that integrating playful and collaborative approaches can create inclusive environments that promote meaningful and lasting vocabulary learning. Despite certain limitations, the study highlights the potential of learner centered, game based methods to empower vulnerable young learners both socially and academically.application/pdfAttribution-ShareAlike 4.0 Internationalhttp://creativecommons.org/licenses/by-sa/4.0/Acceso abiertohttps://purl.org/coar/access_right/c_abf2http://purl.org/coar/access_right/c_abf2Adquisición de vocabularioAprendizaje cooperativoGamificación370.1175Collaborative learningGamificationVocabularyGamificación y aprendizaje cooperativo en la adquisición de vocabulario por parte de jóvenes estudiantes de inglés como lengua extranjeraGamification and Cooperative Learning in Vocabulary Acquisition of Young EFL StudentsLicenciatura en Bilingüismo con Énfasis en la Enseñanza del InglésUniversidad El BosqueFacultad de EducaciónTesis/Trabajo de grado - Monografía - Pregradohttps://purl.org/coar/resource_type/c_7a1fhttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesishttps://purl.org/coar/version/c_ab4af688f83e57aaAbreu, J. N. (2022). Enhancing English Vocabulary Acquisition of Colombian High School Students Through Vocabulary Learning Techniques, Mobile Apps, and Web 2.0 Technologies. [Monografía]. Repositorio Institucional UNAD. https://repository.unad.edu.co/handle/10596/49724Bai, Z. (2018). An analysis of English vocabulary learning strategies. Journal of Language Teaching and Research, 9(4), 849–856. https://doi.org/10.17507/jltr.0904.24British Council. (2015). English in Colombia: An examination of policy, perceptions and influencing factors. British Council. https://www.teachingenglish.org.uk/sites/teacheng/files/English%20in%20Colombia.pdfBrown, H. D. (2004). Language assessment: Principles and classroom practices. Pearson Education. https://doi.org/10.4324/9780133041941Cambridge English & QS. (2016). English at work: Global analysis of language skills in the workplace. Cambridge Assessment English. https://www.cambridgeenglish.org/images/english-at-work-full-report.pdfCancino Avila, M. O., & Castillo Fonseca, G. (2021). Gamification: How does it impact L2 vocabulary learning and engagement? Electronic Journal of Foreign Language Teaching, 18(2), 156–170.Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications.Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). https://doi.org/10.1145/2181037.2181040Dillman, D. A. (2000). Mail and internet surveys: The tailored design method. Wiley.Dörnyei, Z., & Murphey, T. (2009). Group dynamics in the language classroom. Cambridge University Press.EF Education First. (2024). EF English Proficiency Index 2024. EF. https://www.ef.edu/epi/Ellis, R. (2003). Task-based language learning and teaching. Oxford University Press.Fowler, F. J. (2014). Survey research methods (5th ed.). SAGE Publications.García Silva, M., & Larreal Bracho, A. J. (2023). Gamificación como didáctica para el desarrollo de competencias comunicativas del idioma inglés: Una reflexión teórica. Dilemas Contemporáneos: Educación, Política y Valores, 11(Edición Especial), 1–31. https://doi.org/10.46377/dilemas.v11iEspecial.3884Gardner, R. C. (1988). The socio-educational model of second language learning: Assumptions, findings and issues. Language Learning, 38(1), 101–126.Gillies, R. M. (2016). Cooperative learning: Review of research and practice. Australian Journal of Teacher Education, 41(3), 39–54. https://doi.org/10.14221/ajte.2016v41n3.3Groves, R. M. (2004). Survey methodology. Wiley.Ha, T. Y. N., Nguyen, T. B. N., Nguyen, N. L. D., & Tran, T. N. (2022). The effects of collaborative learning on young ESL learners’ L2 anxiety and speaking performance. 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