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Using planned DGBL activities to enhance vocabulary learning in a group of EFL undergraduate students in Bogotá, Colombia
dc.contributor.advisor | Álvarez Ayure, Claudia Patricia | |
dc.contributor.author | Ovalle Giraldo, Joan Camilo | |
dc.date.accessioned | 2023-05-10T14:40:16Z | |
dc.date.available | 2023-05-10T14:40:16Z | |
dc.date.issued | 2023-02-13 | |
dc.identifier.uri | http://hdl.handle.net/10818/55262 | |
dc.description | 99 páginas | es_CO |
dc.description.abstract | Video games are taking a more relevant role every day and their popularity has increased exponentially among students. Thus, the use of this media in the classroom has benefited teachers and students to learn a language. However, educators seem to be unaware of the planning and use of Digital Game-based Learning (DGBL) in the English clasroom. The current study contributes to the body of literature by examining the impact of planned DGBL tasks on EFL college students’ vocabulary learning; by unveiling students' perception of their level of engagement when using DGBL tasks for vocabulary learning purposes; and indicating the type of lexicon that is more likely to be acquired when using DGBL tasks in the EFL class. To achieve this, a 24-hour pedagogical intervention was implemented with a group of 12 undergraduate participants: 10 females and 2 males. This project was framed in a mixed-method approach. Data was obtained from artifacts, vocabulary tests, and students and research journals. The qualitative data was analyzed using Anne Burns' framework for data analysis, whereas the quantitative data was processed using descriptive analysis. The findings suggest that video games can potentialize vocabulary learning and most of the vocabulary learned corresponded to the direct situated meaning nature. The participants showed high engagement levels to the activities in multiple dimensions. This suggests that incidental vocabulary learning can potentialized and planned through DGBL. | en |
dc.description.abstract | Los videojuegos adquieren cada día un papel más relevante y su popularidad ha aumentado exponencialmente entre los estudiantes. Debido a esto, el uso de este medio en el aula ha beneficiado a profesores y alumnos en el aprendizaje de un idioma. Sin embargo, los educadores parecen desconocer la planificación y el uso del Aprendizaje Basado en Juegos Digitales (DGBL por sus siglas en inglés) en sus clases. El presente estudio contribuye a la literatura examinando el impacto de las tareas DGBL planificadas en el aprendizaje de vocabulario de los estudiantes universitarios, desvelando la percepción de los estudiantes sobre su nivel de compromiso cuando utilizan tareas DGBL con fines de aprendizaje de vocabulario e indicando el tipo de léxico que es más probable que se adquiera cuando se utilizan tareas DGBL. Para lograrlo, se implementó una intervención pedagógica de 24 horas con un grupo de 12 participantes universitarios: 10 mujeres y 2 hombres. Este proyecto se enmarcó en un enfoque de métodos mixtos. Los datos se obtuvieron a partir de artefactos, pruebas de vocabulario y diarios de investigación y de los estudiantes. Los datos cualitativos se analizaron utilizando el marco de análisis de datos de Anne Burns, mientras que los datos cuantitativos se procesaron mediante un análisis descriptivo. Los resultados sugieren que los videojuegos pueden potenciar el aprendizaje de vocabulario y que la mayor parte del vocabulario aprendido correspondía a la categoria de significado situado directo. Los participantes mostraron altos niveles de compromiso con las actividades en múltiples dimensiones. Esto sugiere el aprendizaje incidental de vocabulario puede potencializarse y planificarse a través de DGBL. | spa |
dc.format | application/pdf | es_CO |
dc.language.iso | eng | es_CO |
dc.publisher | Universidad de La Sabana | es_CO |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.title | Using planned DGBL activities to enhance vocabulary learning in a group of EFL undergraduate students in Bogotá, Colombia | es_CO |
dc.type | master thesis | es_CO |
dc.identifier.local | 291683 | |
dc.identifier.local | TE12276 | |
dc.type.hasVersion | publishedVersion | es_CO |
dc.rights.accessRights | restrictedAccess | es_CO |
dc.subject.armarc | Aprendizaje | |
dc.subject.armarc | Vocabulario | |
dc.subject.armarc | Estudiantes universitarios | |
dc.subject.armarc | Inglés | |
dc.subject.armarc | Modelos de enseñanza | |
dc.subject.armarc | Juegos educativos | |
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thesis.degree.discipline | Facultad de Educación | es_CO |
thesis.degree.level | Maestría en Didáctica del Inglés para el Aprendizaje Autodirigido | es_CO |
thesis.degree.name | Magíster Didáctica del Inglés para el Aprendizaje Autodirigido | es_CO |