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USE OF GAMIFICATION FOR DEVELOPING THE READING SKILL AND VOCABULARY KNOWLEDGE IN THE STUDENTS OF 6th YEAR, Monografías, Ensayos de Idioma Inglés

Proyecto sobre gamificación en inglés aplicados a basica elemental.

Tipo: Monografías, Ensayos

2020/2021

Subido el 19/03/2021

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PONTIFICIA UNIVERSIDAD CATÓLICA DEL ECUADOR SEDE SANTO DOMINGO
DEPARTAMENTO DE INVESTIGACIÓN Y POSTGRADOS
MAESTRÍA EN PEDAGOGÍA DEL INGLÉS COMO LENGUA EXTRANJERA
TEMA: USE OF GAMIFICATION FOR DEVELOPING THE READING SKILL AND
VOCABULARY KNOWLEDGE IN THE STUDENTS OF 6th YEAR FROM CINCO
DE JUNIO SCHOOL IN SANTO DOMINGO DE LOS TSÁCHILAS
INTEGRANTES:
Natalia Pérez,
Denise Moreta,
Fanny Viri,
Johan Olives
Hugo Pantusin
ASIGNATURA: Technological Tools For Language Teaching
DOCENTE: MSc. María Fernanda Carrera Calvache
FECHA: June 6th, 2020
Santo Domingo Ecuador
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PONTIFICIA UNIVERSIDAD CATÓLICA DEL ECUADOR SEDE SANTO DOMINGO DEPARTAMENTO DE INVESTIGACIÓN Y POSTGRADOS MAESTRÍA EN PEDAGOGÍA DEL INGLÉS COMO LENGUA EXTRANJERA TEMA: USE OF GAMIFICATION FOR DEVELOPING THE READING SKILL AND VOCABULARY KNOWLEDGE IN THE STUDENTS OF 6 th YEAR FROM CINCO DE JUNIO SCHOOL IN SANTO DOMINGO DE LOS TSÁCHILAS INTEGRANTES: Natalia Pérez, Denise Moreta, Fanny Viri, Johan Olives Hugo Pantusin ASIGNATURA: Technological Tools For Language Teaching DOCENTE: MSc. María Fernanda Carrera Calvache FECHA: June 6th, 2020 Santo Domingo – Ecuador

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    1. INTRODUCCIÓN.............................................................................................. ÍNDICE
    1. JUSTIFICACIÓN
    1. OBJETIVO GENERAL
    1. PLANTEAMIENTO DEL PROBLEMA
  • 4.1. Delimitación del problema (antecedentes)
  • 4.2. Diagnóstico
  • 4.3. Población beneficiaria
    1. MARCO REFERENCIAL
    1. EVALUACIÓN
  • 6.1. Evaluación
  • 6.2. Temporalización
    1. PROPUESTA DE INTERVENSIÓN
    1. CONCLUSIONES
    1. REFERENCIAS
    1. ANEXOS

From the above, one of the main skills to develop fluency in English is reading since it provides learners the chance to improve all parts of the English language. For instance: vocabulary, spelling, grammar, and writing as well. Possessing good reading ability in L2 is important for a number of reasons. First, much data that students need originated from written texts. Second, development in reading ability is conductive to improve general language proficiency. Third, reading is a piece of any course and is a solid indicator of scholarly achievement. L2 learners with good reading comprehension strategies are more likely to perform better on school subjects than poor and less-skilled readers. One way to nurture fluent reading in an L2 is to incorporate technology into the learners´ reading activities. ESL games is a website that offers a hilarious and visual presentation of a text. that is, it divides a text into segments(single and multiple word strings) The icing on the cake of this website is that, it is so easy to use. When it comes to learning, it is obvious that educators need their students to be inherently inspired. when teaching reading, one of the simplest ways to engage students in the learning process is through Gamification. Game-based learning is considered a best practice in education. Then, Room Recess is a digital platform which represents a new generation of students response systems that has a main focus on students motivation and engagement through gamification to develop reading skill. However, this platform is an interactive tool where the students create personalized stories following simple steps such as adding adjectives, verbs, singular and plural nouns. Then the final result will be a crazy story made by them. Therefore, to gain knowledge in vocabulary there is an amazing platform (gamestolearnenglish) that includes different types of games such as describers, fast vocabulary, choosing pictures, and so on. This platform also contains an infinite of

vocabulary sets that teachers can easily alight with the topics they are teaching and, also to use this digital tool to reinforce and motivate learning easily and naturally.

Considering the teaching of a foreign language, it is important to mention that we live in a globalized world in which international relations are becoming more and more frequent. Also, the acquisition of a foreign language allows us to structure our minds, communicate with other human beings and, introduce ourselves in areas such as the culture of a country; this makes us acquire a greater understanding of the world and learn to value intercultural differences as a means of enrichment. In Ecuador, according to Ministerial Agreement No. 041-14 article number 1 indicates teaching of English, as early as school year 2016 – 2017 Highland Zone and school year 2017 – 2018 , Coast Zone it must be mandatory from second grade Basic Education to third grade baccalaureate to all public and private school. Previously to this, the learning of English in Ecuador’s primary school was optional, based on Agreement 582, March 2000. According to the assessment of the level of English proficiency, ”‘ EF EPI 2019 ″, which encompasses 100 countries and regions, and which collects data from more than 2. million people whose mother tongue is not English. This year Ecuador was ranked 81st out of a total of 100 evaluated countries, considered as a “Very Low” level of English, obtaining a rating of 46.57 which is equivalent to an A1 level according to the Common European Framework. The ranking is based on the scores obtained in the EF Standard English Test (EF SET). By following the foregoing, English in our territory must be strengthened through the use of technological resources and also through the use of an innovative methodology that significantly improves the English level of students. So, after an in-depth analysis trying to find tools that focus on the development of English language skills in a fun and

dynamic way, especially reading and vocabulary, it has been found that both, are so important to develop these skills hilariously. Then, a platform that focuses on vocabulary is relevant to add new words interactively. They think just a game in the process of learning a new language, and they mustn’t memorize or study, every time they desire to check the information they can enter in “Games to learn English” and play the games. When introducing an innovative methodology in a teaching-learning process, as gamification could be, There is the opportunity to create several activities and sequencing them according to different criteria such as time, difficulty, and creating own materials that help in this process. The most important approach is to know and apply innovative experiences in Education. On the other hand, the digital platform “roomrecess” offers a wide variety of interactive readings in which students can not only practice ready-made readings, but also create their own story or tale based on words that the student himself has previously learned. For this reason, applying this digital tool in classes, it allows students to develop great creativity when creating their own stories, and it will also allow them to lean towards reading, which will generate them to learn a wide variety of vocabulary that they can apply to achieve a better command of the English language.

4. PLANTEAMIENTO DEL PROBLEMA

4.1. Delimitación del problema (antecedentes)

4.2. Diagnóstico

4.3. Población beneficiaria

(máximo 5 hojas)

5. MARCO REFERENCIAL

Estado del arte (máximo 8 hojas)

7. PROPUESTA DE INTERVENSIÓN

Título Justificación Objetivos Duración Recursos y materiales Desarrollo de las actividades Recomendaciones

8. CONCLUSIONES

10. ANEXOS

(Máximo 5 hojas)