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

Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10045/139939
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dc.contributorGrupo de Investigación Interdisciplinar en Docencia Universitaria - Educación y Tecnologías de la Información y Comunicación/Educación Inclusiva (GIDU-EDUTIC/IN)es_ES
dc.contributorEducación Literaria y Lingüística en Español e Inglés (ELEI_UA)es_ES
dc.contributor.authorMartinez-Roig, Rosabel-
dc.contributor.authorMateo-Guillén, Copelia-
dc.contributor.authorGarcía-Tudela, Pedro Antonio-
dc.contributor.otherUniversidad de Alicante. Departamento de Didáctica General y Didácticas Específicases_ES
dc.contributor.otherUniversidad de Alicante. Departamento de Innovación y Formación Didácticaes_ES
dc.date.accessioned2024-01-22T12:29:18Z-
dc.date.available2024-01-22T12:29:18Z-
dc.date.issued2022-
dc.identifier.citationMartinez-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. 135-154es_ES
dc.identifier.isbn978-3-631-89289-3-
dc.identifier.isbn978-3-631-89290-9-
dc.identifier.urihttp://hdl.handle.net/10045/139939-
dc.description.abstractThe 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.es_ES
dc.languageenges_ES
dc.publisherPeter Langes_ES
dc.rights© Peter Lang GmbHes_ES
dc.subjectGamificationes_ES
dc.subjectSpeaking competenceses_ES
dc.subjectEnglish as a Foreign Language (EFL)es_ES
dc.subjectMotivationes_ES
dc.subjectPrimaryes_ES
dc.titleGamification in the improvement of speaking competences in the English as a Foreing Language classroom: a case studyes_ES
dc.typeinfo:eu-repo/semantics/bookPartes_ES
dc.peerreviewedsies_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
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