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Título
Going Home: experiencia de un videojuego formativo para la enseñanza-aprendizaje de inglés como lengua extranjera
Autor(es)
Palabras clave
Serious games
Gamification
Game-based learning
TEFL
Clasificación UNESCO
5801.01 Medios Audiovisuales
5801.07 Métodos Pedagógicos
5801.03 Desarrollo del Programa de Estudios
5802.04 Niveles y Temas de Educación
Fecha de publicación
2024
Editor
Octaedro
Citación
López-Torres, J. A., Hernández-Martín, A., & Hernández-Ramos, J. P. (2024). Going Home: Experiencia de un videojuego formativo para la enseñanza-aprendizaje de inglés como lengua extranjera. In F. M. Sirignano, R. Martinez-Roig, A.López Padrón (Eds.), Enseñanza y aprendizaje en la era digital desde la investigación y la innovación (pp. 244-253). Octaedro.
Resumen
[EN]]The teaching and learning of foreign languages face various challenges, including foreign
language anxiety (FLA). Educational games are increasingly gaining traction in the educational field
as they can help reduce anxiety and boost motivation. This research aims to present the design, imple-
mentation, and evaluation of a game for teaching English as a foreign language. The study introduces
the design of a serious game for English language learning, incorporating pedagogical resources and
activities applicable both inside and outside the classroom. The game focuses on reinforcing and practis-
ing linguistic skills such as listening and reading comprehension through a narrative that offers diverse
question formats. The game was designed for practising phrasal verbs in context, and it is aligned with
the Common European Framework of Reference for Languages (CEFR) at the B2 initial level. The re-
search was conducted with students from the Faculty of Education at the University of Salamanca. Data
collected include students’ perspectives on the use of gamified resources and game-based learning. An
evaluative study of the implemented resource was carried out in three different contexts, with data ana-
lysed using a mixed-method triangulation technique combining quantitative and qualitative data to val-
idate results. Results indicate positive contributions of serious games in foreign language teaching and
learning. However, there are opportunities to further incorporate oral and written production practice.
URI
ISBN
978-84-1079-000-1
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