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dc.contributor.advisor | Carabajo Romero, Ítalo Rigoberto | |
dc.contributor.author | Díaz Arévalo, Daniel Ismael | |
dc.date.accessioned | 2022-02-21T16:50:41Z | |
dc.date.available | 2022-02-21T16:50:41Z | |
dc.date.issued | 2022-02-21 | |
dc.identifier.citation | Díaz Arévalo, Daniel Ismael (2022). Gamification strategy and its impact in the English learning vocabulary. La Libertad. UPSE, Matriz. Instituto de Postgrado. 37p. | es |
dc.identifier.other | UPSE-MPI-2022-0007 | |
dc.identifier.uri | https://repositorio.upse.edu.ec/handle/46000/6833 | |
dc.description.abstract | This paper intends to explain what gamification is and how the application of a gamified system through language teaching applications can be incorporated into the English class in order to assist in the learning process. This work shows how this new strategy and the language teaching applications can be used in the English learning vocabulary and also highlight the benefits that gamification strategy provides in order to support teachers’ pedagogical practices and provoke teachers’ interest to use these ICT tools. | es |
dc.language.iso | eng | es |
dc.publisher | La Libertad: Universidad Estatal Península de Santa Elena, 2022 | 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 | es |
dc.subject | STRATEGY | es |
dc.subject | LEARNING | es |
dc.subject | ICT | es |
dc.title | Gamification strategy and its impact in the English learning vocabulary | es |
dc.type | masterThesis | es |
dc.pages | 37 p. | es |
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