Innovations in learning English as a foreign language based on digital games (Original).
Keywords:
learning; english language; innovations; digital games.Abstract
The study addressed the importance of the growing integration of digital games in the process of learning English as a foreign language for university students. Nowadays, mastering English is crucial for academic and professional success. The main objective was to evaluate the effectiveness of several innovative digital games in learning English, as well as their use by students and teachers at the State University of the South of Manabí. A methodology was used that included an exhaustive review of the existing literature on the topic, as well as the collection of data through surveys and interviews. Five innovative digital games that were considered representative of best practice in language teaching were selected and evaluated based on their use by users and their effectiveness in improving English language skills. The results revealed a high level of use and acceptance by both students and teachers, with significant percentages of effectiveness in learning English. Digital games have proven to be effective tools for improving English grammar, vocabulary, pronunciation and conversation skills. The research highlighted the potential of digital games in the context of language learning in the university setting. The integration of these tools not only enriches students' educational experience, but also offers innovative opportunities to improve the teaching and learning of English in an increasingly digitalized world.
Downloads
References
Borja Torresano, S., Mascaro-Benites, E., y Ulli-Flores, W. (2020). Motivación en el uso de podcast para el desarrollo de competencias comunicativas en el aprendizaje del idioma inglés. Dominio de las Ciencias, 6(4), 172-197. https://dominiodelasciencias.com/ojs/index.php/es/article/view/1460
Bozada Rivera, N. M., Loor Revolledo, R. F., Ortiz Hernández, M. M., & Clavel Quintero, Y. (2022). Impacto de las tecnologías de la información y comunicación en la educación. Journal TechInnovation, 1(2), 18–25. https://doi.org/10.47230/Journal.TechInnovation.v1.n2.2022.18-25
Busarello, R. I. (2016). Gamification: principios e estrategias. Pimenta Cultural.
Carranza Alcántar, M. del R., Islas Torres, C., y Maciel Gómez, M. L. (2018). Perception of students regarding the use of ICT and learning English. Apertura, 10(2), 50-63. https://doi.org/10.32870/Ap.v10n2.1391
Domínguez, M.; Aguirre, C.; Rivarola, M. Y Busso, N. (2020). El aula invertida: un desafío para la enseñanza de inglés comunicacional en el nivel superior. Virtualidad, Educación y Ciencia, 20 (11), 192-201. https://dialnet.unirioja.es/servlet/articulo?codigo=7869097
Fernández Lorenzo, A., Armijos Robles, L., Cárdenas Coral, F., Calero Morales, S., Parra Cárdenas, H., y Galarza Torres, S. (2018). Elementos clave para perfeccionar la enseñanza del inglés en la Universidad de las Fuerzas Armadas ESPE. Educación Médica Superior, 32(1), 94-105. http://scielo.sld.cu/pdf/ems/v32n1/10_1066.pdf
Figueroa de la Fuente, M., Glasserman Morales, L. D., y Ramírez Montoya, M. S. (2018). M-learning y desarrollo de habilidades digitales en educación superior a distancia. Revista Ensayos Pedagógicos, 13(2), 97. https://doi.org/10.15359/rep.13-2.5
Furió, D., González-Gancedo, S., Juan, M. C., Seguí, I., & Costa, M. (2013). The effects of the size and weight of a mobile device on an educational game. Computers and Education, 64, 24-41. https://doi.org/10.1016/j.compedu.2012.12.015
Maldonado Zuñiga, K.; Cables Fernández, E.A. y Rodríguez Sinisterra, G. M. (2024). Gamificación: una técnica innovadora de aprendizaje en el ámbito educativo-profesional. Roca. Revista científico-Educacional de la provincia Granma, 20(2), 153-169. https://revistas.udg.co.cu/index.php/roca/article/view/4399
Maldonado Zuñiga, K., Caicedo Plúa, C. R., Yanina Holanda, C. P., & Leonardo Raul, M. Q. (2023). Las tecnologías y su aplicación en el proceso educativo en la Universidad Estatal del Sur de Manabí. Serie Científica de la Universidad de las Ciencias Informáticas, 16(3), 22-35. https://publicaciones.uci.cu/index.php/serie/article/view/1314
Marni, M. y Kashif, A. (2020). Online language learning using virtual classrooms: an analysis of teacher perceptions. Computer Assisted Language Learning, 35, 1-16. doi: 10.1080/09588221.2020.1770290
Rogers, S. (2010). Level up! The guide to great video game design. Wiley.
Torres-Cajas, M, y Yépez-Oviedo, D. (2018). Aprendizaje cooperativo y TIC y su impacto en la adquisición del idioma inglés. Revista mexicana de investigación educativa, 23(78), 861-882. https://www.scielo.org.mx/pdf/rmie/v23n78/1405-6666-rmie-23-78-861.pdf
Vera, J.; Costa, V. y Molina M. (2018). Idioma inglés, enseñanza tradicional comparada con el aprendizaje utilizando las Apps. Innovación y Desarrollo, 1(2), 1-17. http://tsachila.edu.ec/ojs/index.php/TSEDE/article/view/7
Vianna, Y., Vianna, M., Medina, B., & Tanaka, S. (2013). Gamification, Inc.: Como reinventar empresas a partir de jogos. MJV Press.
Vigil, P, Acosta, R, Andarcio, E, Dumpierrés, E, y Licor, O (2020). Mobile learning: el uso de Whatsapp en el aprendizaje del inglés. Conrado, 16(77), 201-208. http://scielo.sld.cu/pdf/rc/v16n77/1990-8644-rc-16-77-201.pdf
Zichermann, G., & Cunningham, C. (2011). Gamification by design. Implementing game mechanics in web and mobile apps. O’Reilly Media.
Published
Issue
Section
License
Copyright (c) 2024 Roca. Scientific-educational publication of Granma province.

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

































