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dc.contributor.authorOlivares Gamboa, Yohanna Daniela.-
dc.date.accessioned2026-10-02T21:10:53Z-
dc.date.available2021-
dc.date.available2026-10-02T21:10:53Z-
dc.date.issued2021-
dc.identifier.citationOlivares Gamboa, Y.D. (2021). The Use of Gamification to Enhance English Vocabulary Learning in Ninth-grade Students at José Rafael Faria School [Trabajo de Grado Pregrado, Universidad de Pamplona]. Repositorio Hulago Universidad de Pamplona. https://repositoriodspace.unipamplona.edu.co/jspui/handle/20.500.12744/11425.es_CO
dc.identifier.urihttps://repositoriodspace.unipamplona.edu.co/jspui/handle/20.500.12744/11425-
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.extent109es_CO
dc.format.mimetypeapplication/pdfes_CO
dc.language.isoenes_CO
dc.publisherUniversidad de Pamplona - Facultad de Ciencias de la Educacion.es_CO
dc.subjectLa autora no proporciona la información sobre este ítem.es_CO
dc.titleThe Use of Gamification to Enhance English Vocabulary Learning in Ninth-grade Students at José Rafael Faria School.es_CO
dc.typehttp://purl.org/coar/resource_type/c_7a1fes_CO
dc.date.accepted2021-
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dc.relation.referencesFigueroa, J. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review.es_CO
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dc.relation.referencesGonzález, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & MarreroGordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 55, 529– 551. Retrieved from http://doi.org/10.1016/j.chb.2015.08.052.es_CO
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dc.relation.referencesHoughton, E., Perrotta, C., Aston, H., & Featherstone, G. (2013). Game-based learning: latest evidence and future directions. National Foundation for Educational Research.es_CO
dc.relation.referencesJohnson, B. (2012). Why students can benefit from playing games in college. Retrieved April 4, 2013, from Online College Courses: http://www.onlinecollegecourses.com/2012/06/18/ why students-can-benefit-from-playing-games-in-college/.es_CO
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dc.relation.referencesLee, J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly.es_CO
dc.relation.referencesLui, S. (2017). Using Gamification in Vocabulary Learning: A Case Study in Macau. Open Access Library Journal.es_CO
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dc.relation.referencesPalinkas, L. A., Green, C., Wisdom, J., & Eaton, K. (2013). Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research. Research Gate.es_CO
dc.relation.referencesPanadero, E. (2013). Self-assessment: Theoretical and Practical Connotations. When it Happens, How is it Acquired and what to do to Develop it in our Students. ResearchGate.es_CO
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dc.relation.referencesProDAIT 2006. (Professional Development for Academics Involved in Teaching) Teaching Journal. (Retrieved 26 May 2011). http://www.prodait.org/resources/teaching_journals.pdf.es_CO
dc.relation.referencesQazi, W., Rawat , K., & Thomas, M. (2012). The Role of Practicum in Enhancing Student Teachers’ Teaching Skills . American Journal of Scientific Research , 44-57.es_CO
dc.relation.referencesRaymer, R. (2011, September). Gamification: Using Game Mechanics to Enhance eLearning. Retrieved from https://doi.org/10.1145/2025356.2031772.es_CO
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dc.relation.referencesZirawaga, V. S., Olusanya, A., & Maduku, T. (2017). Gaming in Education: Using Games as a Support Tool to Teach History. Journal of Education and Practice.es_CO
dc.rights.accessrightshttp://purl.org/coar/access_right/c_abf2es_CO
dc.type.coarversionhttp://purl.org/coar/resource_type/c_2df8fbb1es_CO
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