Applying Gamification in Second Language Learning: Fostering Motivation and Engagement through a Pokémon Based Gamified Project

dc.contributor.affiliationUniversidade de Santiago de Compostela. Facultade de Formación do Profesorado
dc.contributor.authorRodríguez Franco, Paula
dc.contributor.tutorRodríguez Abruñeiras, Paula
dc.date.accessioned2024-12-04T08:23:46Z
dc.date.available2024-12-04T08:23:46Z
dc.date.issued2023
dc.descriptionTraballo de Fin de Máster en Profesorado de Educación Secundaria Obrigatoria e Bacharelato, Formación Profesional e Ensinanza de Idiomas
dc.description.abstractThe present Master Theses postulates a proposal that implements gamification in first year of Baccalaureate classrooms. By creating a project which follows the storytelling of the Japanese franchise Pokémon, the aim is to foster the motivation and engagement of foreign language students. To test the effectivity of gamification in such context, two different assessments were conducted in a real classroom. The data provided by these two evaluation methods will determine the outcome of the preliminary hypothesis postulated. Moreover, the research done on the topic while creating this gamified experience will be explained so as to familiarize readers with the different elements and specific terminology used when explicating the gamified final project.
dc.identifier.urihttps://hdl.handle.net/10347/37998
dc.language.isoeng
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/
dc.subjectGamification, Motivation, Engagement, Innovation in education, Pokémon
dc.subject.classification580204 Niveles y temas de educación
dc.titleApplying Gamification in Second Language Learning: Fostering Motivation and Engagement through a Pokémon Based Gamified Project
dc.title.alternativeAplicando a Gamificaión na Aprendizaxe de Linguas Estranxeiras: Mellorando a Motivación e a Participación na Aula a través dun Proxecto Gamificador baseado en Pokémon
dc.title.alternativeAplicando la Gamificaión en el Aprendizaje de Lenguas Extranjeras: Mejorando la Motivación y la Participación en el Aula a través de un Proyecto Gamificador basado en Pokémon
dc.typemaster thesis
dspace.entity.typePublication
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relation.isTutorOfPublication.latestForDiscovery8f3b447f-c6bb-4c4a-9165-632cb04cb890

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