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Enhancing english vocabulary learning on 2nd baccalaureate students through the implementation of gamification

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dc.contributor.advisor Cajas Quishpe, Diego Christian
dc.contributor.author Castro Granda, Diana Katherine
dc.date.accessioned 2023-10-02T22:00:18Z
dc.date.available 2023-10-02T22:00:18Z
dc.date.issued 2023-10-02
dc.identifier.citation Castro Granda, Diana Katherine (2022). Enhancing english vocabulary learning on 2nd baccalaureate students through the implementation of gamification. La Libertad. UPSE, Matriz. Instituto de Postgrado. 29p. es
dc.identifier.other UPSE-MPI-2023-0003
dc.identifier.uri https://repositorio.upse.edu.ec/handle/46000/10345
dc.description.abstract This state-of-the-art review examines the connection of gamification and English vocabulary acquisition, highlighting its benefits, gamification elements, and tools. Gamification, as applied to language learning, emerges as an innovative approach that integrates game-like elements into the process of vocabulary acquisition. The review remarks the multiple advantages, ranging from heightened engagement to fostering motivation among learners. Elements such as point systems, challenges, and rewards contribute to a dynamic learning experience. The study examines into specialized gamification tools and platforms that amplify interactive practice, feedback, and personalized learning paths. Additionally, the integration of self determination theory, intrinsic and extrinsic motivation concepts, and flow theory is explored. These theories validate the alignment between gamification strategies and psychological needs, driving autonomy, competence, relatedness, and immersive engagement. This comprehensive review offers insights into the evolving landscape of gamified vocabulary acquisition, highlighting the transformative potential of gamification in language education es
dc.language.iso eng es
dc.publisher La Libertad: Universidad Estatal Península de Santa Elena, 2023 es
dc.rights openAccess es
dc.rights Atribución-NoComercial-SinDerivadas 3.0 Ecuador *
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/3.0/ec/ *
dc.subject GAMIFICATION IN EDUCATION es
dc.subject VOCABULARY ACQUISITION es
dc.subject GAMIFICATION TOOLS es
dc.title Enhancing english vocabulary learning on 2nd baccalaureate students through the implementation of gamification es
dc.type masterThesis es
dc.pages 29 p. es


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