• Repositorio Institucional Universidad de Pamplona
  • Trabajos de pregrado y especialización
  • Facultad de Ciencias de la Educación
  • Licenciatura Lenguas Extranjeras
  • Por favor, use este identificador para citar o enlazar este ítem: http://repositoriodspace.unipamplona.edu.co/jspui/handle/20.500.12744/6927
    Registro completo de metadatos
    Campo DC Valor Lengua/Idioma
    dc.contributor.authorCastro Jaimes, Cristal Seleste.-
    dc.date.accessioned2023-06-09T01:24:01Z-
    dc.date.available2021-03-15-
    dc.date.available2023-06-09T01:24:01Z-
    dc.date.issued2021-
    dc.identifier.citationCastro Jaimes, C. S. (2020). Implementing Kahoot Games to Reinforce English Vocabulary and Grammar at the Andino Bilingüe School in Cúcuta, Norte De Santander: A Case Study [Trabajo de Grado Pregrado, Universidad de Pamplona]. Repositorio Hulago Universidad de Pamplona. http://repositoriodspace.unipamplona.edu.co/jspui/handle/20.500.12744/6927es_CO
    dc.identifier.urihttp://repositoriodspace.unipamplona.edu.co/jspui/handle/20.500.12744/6927-
    dc.descriptionLa autora no proporciona la información sobre este ítem.es_CO
    dc.description.abstractLa autora no proporciona la información sobre este ítem.es_CO
    dc.format.extent93es_CO
    dc.format.mimetypeapplication/pdfes_CO
    dc.language.isoenes_CO
    dc.publisherUniversidad de Pamplona - Facultad de Educación.es_CO
    dc.subjectLa autora no proporciona la información sobre este ítem.es_CO
    dc.titleImplementing Kahoot Games to Reinforce English Vocabulary and Grammar at the Andino Bilingüe School in Cúcuta, Norte De Santander: A Case Study.es_CO
    dc.typehttp://purl.org/coar/resource_type/c_7a1fes_CO
    dc.date.accepted2020-12-15-
    dc.relation.referencesAghlara, L. & Hadiditamjid, N. (2011). The effect of digital games on Iranian vocabulary retention in foreign language acquisition. Social and Behavioral Sciences, 29, 552-560.es_CO
    dc.relation.referencesAl-Khasawneh, “The Impact of Vocabulary Knowledge on the Reading Comprehension of Saudi EFL Learners,” J. Lang. Educ., vol. 5, no. 3, pp. 24–34, 2019.https://doi.org/10.17323/jle.2019.8822iJET ‒ Vol. 15, No. 20, 2020 125es_CO
    dc.relation.referencesAshraf, H., Motlagh, F. G., & Salami, M. (2014). The impact of online games on learning English vocabulary by Iranian (low‐intermediate) EFL learners. Procedia ‐ Social and Behavioral Sciences, 98, 286–291es_CO
    dc.relation.referencesAyala Zárate, J. (2012). El Programa Nacional de Bilingüismo como fundamento para la política de bilingüismo lasallista. Revista de la Universidad de La Salle, (59), 143-162.es_CO
    dc.relation.referencesAydan Ersoz (2000). “Six Games for the EFL/ESL Classroom” The Internet TESL Journal. Vol. VI, No. 6, June 2000es_CO
    dc.relation.referencesBarrio, CM, Muñoz-Organero, M, Soriano, JS. (2016). Can gamification improve the benefits of student response systems in learning? An experimental study. IEEE Transactions on Emerging Topics in Computing, 4(3), 429–438.es_CO
    dc.relation.referencesCam, L. and Thu Tran, T., 2020. An Evaluation of using Games in Teaching English Grammar for First Year English-Majored Students at Dong Nai Technology University. International Journal of Learning, Teaching and Educational Research, [online] 17(7), p.55.es_CO
    dc.relation.referencesCastillo-Cuesta, L. (2020). Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education. International Journal of Emerging Technologies in Learning (iJET), 15(20), 116-129. Kassel, Germany: International Journal of Emerging Technology in Learning. Retrieved November 26, 2020 from https://www.learntechlib.org/p/218312/.es_CO
    dc.relation.referencesCorrea Molina, E, et al. Concept de réflection: un regard critique. In http://numerica.uqam.ca/sites/default/files/livres/1002160ar.pdfes_CO
    dc.relation.referencesDenham, P. (1992). English in Vietnam. World Englishes, 11(1), 61-69.es_CO
    dc.relation.referencesDeris and Shukor, “Vocabulary Learning Through Mobile Apps: A Phenomenological Inquiry of Student Acceptance and Desired Apps Features,” 2019. https ://doi.org/10.3991/ijim.v13i07.10845es_CO
    dc.relation.referencesDolati, R., & Mikaili, P. (2011). Effects of instructional games on facilitating of students’ vocabulary learning. Australian Journal of Basic and Applied Sciences, 5(11), 1218- 1224es_CO
    dc.relation.referencesDomingo, Angels. Niveles de reflexividad sobre la práctica docente. Niveles, Activadores y Pautases_CO
    dc.relation.referencesDonmus, V. (2010). The use of social networks in educational computer-game based foreign language learning. Social and Behavioral Sciences, 9, 1497–1503.es_CO
    dc.relation.referencesDrigas, A., & Charami, F. (2014). ICTs in English Learning and Teaching. Open Research Online.2(4). doi: 10.3991/ijes.v2i4.4016.es_CO
    dc.relation.referencesElliot, Jhon. La investigación-acción en educación. Ediciones Morata.es_CO
    dc.relation.referencesFlores, “Using gamification to enhance second language learning,” Digit. Educ. Rev., no. 27, pp. 32–54, 2015.es_CO
    dc.relation.referencesRasouli and Jafari. A Deeper Understanding of L2 Vocabulary Learning and Teaching: A Review Study. International Journal of Language and Linguistics. Vol. 4, No. 1, 2016, pp. 40-46. doi: 10.11648/j.ijll.20160401.16es_CO
    dc.relation.referencesGibbs, G. (1995). The society for research into higher education and Open University press. Celtic Court: Buckinghames_CO
    dc.relation.referencesHarmer J. (2002). The Practice of English Language Teaching Pearson Education limited, Fourth Edition, (411, 414)es_CO
    dc.relation.referencesHarmer, J. (1987). Teaching and Learning Grammar. Longman Group UK Ltd.es_CO
    dc.relation.referencesHarmon, J. M., Wood, K. D., &Keser, K. (2009) Promoting vocabulary learning with interactive word wall. Middle School Journal, 40(3), 58-63.es_CO
    dc.relation.referencesHashim, H., Rafiq, K. R. M., & Yunus, M. M. (2019). Improving ESL Learners’ Grammar with Gamified-Learning. Arab World English Journal (AWEJ) Special Issue on CALL (5). 41-50 DOI: https://dx.doi.org/10.24093/awej/call5.4es_CO
    dc.relation.referencesJalali, S. and Dousti, M., 2012. Vocabulary and grammar gain through computer educational games. GEMA Online™ Journal of Language Studies, 12(4), p. http://ejournal.ukm.my/gema/article/view/1570.es_CO
    dc.relation.referencesKasper, L. F. (1993). The keyword method and foreign language vocabulary learning: A rationale for its use. Foreign Language Annals, 26, 244-251.es_CO
    dc.relation.referencesKaur, P., & Naderajan, R. (2019). KAHOOT! IN THE ENGLISH LANGUAGE CLASSROOM. South East Asia Journal Of Contemporary Business, Economics And Law, 20(6). Retrieved from https://www.researchgate.net/publication/338035766_KAHOOT_IN_THE_ENGLISH_LAes_CO
    dc.relation.referencesKemmis, S., & McTaggart, R. (1982). The action research planner. Victoria, au: Deakin University.es_CO
    dc.relation.referencesKilickaya, F., & Krajka, J. (2010). Teachers' technology use in vocabulary teaching. Academic Exchange Quarterly, 81-86es_CO
    dc.relation.referencesLaurillard, D. (2002). Rethinking university teaching: A conversational framework for the effectivees_CO
    dc.relation.referencesLewis, M. (2000). Introduction. In M. Lewis (Ed.), Teaching collocation. Further developments in the lexical approach. Hove: Language Teaching Publications.es_CO
    dc.relation.referencesMalamed, C. (2012). Book review: 'The gamification of learning and instruction: Game-based methods and strategies for training and education' by Karl Kapp. Elearn, 2012(5), 3. http://dx.doi.org/10.1145/2207270.2211316es_CO
    dc.relation.referencesMc.Closky, H. (1969), Political Inquiry: The Native and Uses of Survey Research. Macmillan, New York.es_CO
    dc.relation.referencesMedina, Jarauta, Imbernon. (2010) La enseñanza reflexiva en la Educación Superior. Editorial Octaedro.es_CO
    dc.relation.referencesMena, M. El enfoque crítico reflexivo en educación: Experiencias en el aula (abril, 2000).Obtenido en http://www.micentroeducativo.pe/docente/fileproject/file_docentes/150bi_aa69ca.pdfes_CO
    dc.relation.referencesMuhanna, W. (2012). Using Online Games for Teaching English Vocabulary for Jordanian Students Learning English As A Foreign Language. Journal of College Teaching & Learning – Third Quarter. Al-Bayt University, Jordan. 9(3), 235-244es_CO
    dc.relation.referencesMuzás, María Dolores; Blanchard Giménez, Mercedes. Propuestas metodológicas para profesoreses_CO
    dc.relation.referencesNedomová, A. (2007). Teaching grammar to young learners. Unpublished master thesis, Masaryk University, Czech Republic. (Online) Retrieved 28 March 2008, from http://is.muni.cz/th/44537/pedf_b/bachelor_thesis.pdfes_CO
    dc.relation.referencesNguyen and Khuat. “Learning Vocabulary Through Games”. Asian EFL Journal (2003). Web 2015es_CO
    dc.relation.referencesNguyen, T. & Khuat, T. (2003). Learning vocabulary through games: The effectiveness of learning vocabulary through games. Asian EFL Journal, 5.es_CO
    dc.relation.referencesPrawira, R. and Mukhaiyar, M., 2020. The use of “Kahoot” (online quiz application) in teaching grammar for second year students at SMA Pembangunan Laboratorium UNP. Journal of English Language Teaching, [online] 9(1). Available at:<http://ejournal.unp.ac.id/index.php/jelt/article/view/109172/103675> [Accessed 27 November 2020].es_CO
    dc.relation.referencesPrawira, R. and Mukhaiyar, M., 2020. The use of “Kahoot” (online quiz application) in teaching grammar for second year students at SMA Pembangunan Laboratorium UNP. Journal of English Language Teaching, [online] 9(1). Available at:<http://ejournal.unp.ac.id/index.php/jelt/article/view/109172/103675> [Accessed 27 November 2020]. Prawira, R. and Mukhaiyar, M., 2020. The use of “Kahoot” (online quiz application) in teaching grammar for second year students at SMA Pembangunan Laboratorium UNP. Journal of English Language Teaching, [online] 9(1). Available at:<http://ejournal.unp.ac.id/index.php/jelt/article/view/109172/103675> [Accessed 27 November 2020].reflexivos. Narcea, S.A. de Ediciones.es_CO
    dc.relation.referencesRiahipour, P., & Saba, Z. (2012). ESP vocabulary instruction: Investigating the effect of using a game-oriented teaching method for learners of English for nursing. Journal of Language Teaching and Research, 3(6), 1258-1266.es_CO
    dc.relation.referencesRichard-Amato, P. (1988). Making it happen: Interaction in the second language classroom: From theory to practice. New York, Longmanes_CO
    dc.relation.referencesSacristán, Gimeno J. (1998). El curriculum. Una reflexión sobre la práctica. Madrid. Editorial Morata.es_CO
    dc.relation.referencesSimon and M. Taverniers, “Advanced EFL learners’ beliefs about language learning and teaching: a comparison between grammar, pronunciation, and vocabulary,” English Stud., vol. 92, no. 8, pp. 896–922, 2011. https://doi.org/10.1080/0013838X.2011.604578es_CO
    dc.relation.referencesSiyanova-Chanturia, A., & Webb, S. (2016). Teaching Vocabulary in the EFL Context. In W. A. Renandya & H. P. Widodo (Eds.), English language teaching today: Linking theory and practice (pp. 227–239). Cham, CH: Springer Internationales_CO
    dc.relation.referencesSparks-Langer, G & Colton A. Synthesis of research on teachers’ reflective thinking en http://www.ascd.com/ASCD/pdf/journals/ed_lead/el_199103_sparks-langer.pdfes_CO
    dc.relation.referencesUNESCO. (2020). COVID-19 Educational Disruption and Response".es_CO
    dc.relation.referencesVan Manen, M. (1977) Linking ways of knowing with ways of being practical. Curriculum Inquiry, vol.6, n.3.es_CO
    dc.relation.referencesvan Zeeland, H., & Schmitt, N. (2013). Lexical coverage in L1 and L2 listening comprehension: The same or different from reading comprehension? Applied Linguistics, 34, 457–479.es_CO
    dc.relation.referencesWalvoord, B. & V. Anderson (1998). Effective Grading: A Tool for Learning and Assessment. San Francisco: Jossey-Bass.es_CO
    dc.relation.referencesWang, AI, & Lieberoth, A (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! In Proceedings from the 10th European Conference on Games Based Learning, (p. 738). Reading, UK: Academic Conferences International Limited.es_CO
    dc.relation.referencesWilkins, D. (1972). Linguistics in language teaching. London: Edward Arnold. Wong, W. &VanPatten, B. (2003). The evidence is in: drills are out. Foreign Language Annals. 36, 403-424.es_CO
    dc.relation.referencesWood, J. (2001). Can software support children’s vocabulary development? Language Learning & Technology, 5, 166-201es_CO
    dc.relation.referencesYip, F.W.M. & Kwan, A.C.M. (2006). Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International, 43(3), 233-249.es_CO
    dc.relation.referencesZeichner, M. El maestro como profesional reflexivo. En http://www.practicareflexiva.pro/wp content/uploads/2012/04/Org-El-maestro-como-profesional-reflexivo-de-Kenneth M.Zeichner.pdes_CO
    dc.rights.accessrightshttp://purl.org/coar/access_right/c_abf2es_CO
    dc.type.coarversionhttp://purl.org/coar/resource_type/c_2df8fbb1es_CO
    Aparece en las colecciones: Licenciatura Lenguas Extranjeras

    Ficheros en este ítem:
    Fichero Descripción Tamaño Formato  
    Castro_2020_TG.pdfCastro_2020_TG2,29 MBAdobe PDFVisualizar/Abrir


    Los ítems de DSpace están protegidos por copyright, con todos los derechos reservados, a menos que se indique lo contrario.