Gamification in the improvement of speaking competences in the English as a Foreing Language classroom: a case study

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Título: Gamification in the improvement of speaking competences in the English as a Foreing Language classroom: a case study
Autor/es: Martinez-Roig, Rosabel | Mateo-Guillén, Copelia | García-Tudela, Pedro Antonio
Grupo/s de investigación o GITE: Grupo de Investigación Interdisciplinar en Docencia Universitaria - Educación y Tecnologías de la Información y Comunicación/Educación Inclusiva (GIDU-EDUTIC/IN) | Educación Literaria y Lingüística en Español e Inglés (ELEI_UA)
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Didáctica General y Didácticas Específicas | Universidad de Alicante. Departamento de Innovación y Formación Didáctica
Palabras clave: Gamification | Speaking competences | English as a Foreign Language (EFL) | Motivation | Primary
Fecha de publicación: 2022
Editor: Peter Lang
Cita bibliográfica: Martinez-Roig, Rosabel; Mateo-Guillén, Copelia; García-Tudela, Pedro Antonio (2022). “Gamification in the improvement of speaking competences in the English as a Foreing Language classroom: a case study”. In: Mengual Andrés, Santiago; Urrea Solano, Mayra (Eds.). Education and the Collective Construction of Knowledge. Berlin, etc.: Peter Lang. ISBN 978-3-631-89289-3, pp. 135-154
Resumen: The aim of this investigation is to study the influence of gamification methodology in the improvement of speaking competence. The study has implemented a gamified experience for 6th grade of Primary: “A trip to Japan”, in which travelling has been the main topic of interest. Thus, 50 students have worked with real speaking situations that could possibly occur during a trip. In order to observe the progress of the students, a pre-test post-test method has been used applying a quantitative approach. These scales have considered the student’s perceptions towards their communicative skills and competences in the spoken language, as well as their motivation for employing English as a foreign language at school, before and after the implementation of the gamified experience. The results have shown a huge improvement in the students’ perception and in their motivation towards English as a Foreign Language (EFL) as a subject, as well as a significant interest in speaking activities through dramatized dialogues. Following these results, gamification methodology appears to be a relatively appropriate option in order to improve speaking competences and motivation for EFL in 6th grade classes.
URI: http://hdl.handle.net/10045/139939
ISBN: 978-3-631-89289-3 | 978-3-631-89290-9
Idioma: eng
Tipo: info:eu-repo/semantics/bookPart
Derechos: © Peter Lang GmbH
Revisión científica: si
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