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dc.contributor.authorFernández Portero, Ignacio-
dc.contributor.authorCastillo Rodríguez, Cristina-
dc.date.accessioned2024-02-07T12:55:23Z-
dc.date.available2024-02-07T12:55:23Z-
dc.date.issued2022-
dc.identifier.issn2187-9036-
dc.identifier.urihttp://hdl.handle.net/10662/20336-
dc.description.abstractAn educative breakout is a modified version of the popular immersive entertainment experience of escape rooms, in which game elements and game design techniques are used in non-game contexts. In educational settings, it is usually used to teach content while developing cognitive skills to improve learners’ performance. This study used a mixed-methods research design to examine the effectiveness of a digital breakout to learn English as a Foreign Language (EFL) in higher education. Quantitative and qualitative data were collected through several forms and surveys so that the participants could express their perceptions about this learning experience. Results showed that pre-service English teachers (N = 95) had a positive attitude towards learning grammar-related content through complex games, riddles, and puzzles. Moreover, 95.8% of them would use this teaching method in the future and 90% completed all the challenges. Therefore, it can be concluded that a gamification-based approach can be an effective and motivating way to learn EFL in higher education.es_ES
dc.description.sponsorshipThe work was supported by the University of Málaga (Spain) under the framework of the innovative project GAME-EDU (PIE19-186) and research project CLIL-TECH (Ref. No. B1-2020_26).-
dc.format.extent20 p.es_ES
dc.format.mimetypeapplication/pdfen_US
dc.language.isoenges_ES
dc.publisherThe Pacific Association for Computer Assisted Language Learning (PacCALL)-
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectEnglish foreign languagees_ES
dc.subjectInglés como lengua extranjeraes_ES
dc.subjectGamificationes_ES
dc.subjectGamificaciónes_ES
dc.subjectPre-service teacherses_ES
dc.subjectProfesores en formaciónes_ES
dc.subjectMotivation-
dc.subjectMotivación-
dc.subjectBreakout-
dc.subjectFugarse-
dc.titleGamification in the english language class: analysis of pre-service teachers’ perceptionses_ES
dc.typearticlees_ES
dc.description.versionpeerReviewedes_ES
europeana.typeTEXTen_US
dc.rights.accessRightsopenAccesses_ES
dc.subject.unesco5801.05 Pedagogía Experimental-
europeana.dataProviderUniversidad de Extremadura. Españaes_ES
dc.identifier.bibliographicCitationFernández-Portero, Ignacio & Castillo Rodríguez, Cristina. (2022). Gamification in the English Language Class: Analysis of Pre-service Teachers' Perceptions. CALL-EJ. 23. 425-444.-
dc.type.versionpublishedVersiones_ES
dc.contributor.affiliationUniversidad de Extremadura. Departamento de Filología Inglesaes_ES
dc.contributor.affiliationUniversidad de Málaga-
dc.relation.publisherversionhttps://callej.org/index.php/journal/article/view/387-
dc.identifier.publicationtitleComputer Assisted Language Learning Electronic Journal (CALL-EJ)es_ES
dc.identifier.publicationissue1es_ES
dc.identifier.publicationfirstpage425es_ES
dc.identifier.publicationlastpage444es_ES
dc.identifier.publicationvolume23es_ES
dc.identifier.e-issn2187-9036-
dc.identifier.orcid0000-0002-3323-217Xes_ES
Colección:DFING - Artículos

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