A Serious Game to learn English: The case of Bethe1Challenge
Current research in English language teaching reports that there is a tendency towards the use of mobile games and technology. However, there is a lack of research conducted that informs on the implementation of those strategies in high school contexts in Colombia. This article reports a case study...
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Serious Games Society
2021
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oai:doaj.org-article:a2a193032c6c4416a92590db783285892021-12-02T09:19:55ZA Serious Game to learn English: The case of Bethe1Challenge10.17083/ijsg.v8i4.4482384-8766https://doaj.org/article/a2a193032c6c4416a92590db783285892021-12-01T00:00:00Zhttp://journal.seriousgamessociety.org/index.php/IJSG/article/view/448https://doaj.org/toc/2384-8766 Current research in English language teaching reports that there is a tendency towards the use of mobile games and technology. However, there is a lack of research conducted that informs on the implementation of those strategies in high school contexts in Colombia. This article reports a case study aimed at exploring students’ perceptions towards the use of the Serious Game Bethe1Challenge supported with gamified activities, in a high school context during pandemic times. Accordingly, interviews, a pre-test and post-test were implemented and analyzed. It is concluded that participants perceived that Bethe1Challenge is an entertaining, fun, and enjoyable game that increases motivation and improves English learning as reported in the tests. Nonetheless, constraints related to the game were also discovered. Paola Julie Aguilar CruzHenry Alberto Álvarez Guayara Serious Games SocietyarticleSerious GamesGamificationEducational TechnologyEnglish Language LearningEducationLElectronic computers. Computer scienceQA75.5-76.95Computer softwareQA76.75-76.765ENInternational Journal of Serious Games, Vol 8, Iss 4 (2021) |
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DOAJ |
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Serious Games Gamification Educational Technology English Language Learning Education L Electronic computers. Computer science QA75.5-76.95 Computer software QA76.75-76.765 |
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Serious Games Gamification Educational Technology English Language Learning Education L Electronic computers. Computer science QA75.5-76.95 Computer software QA76.75-76.765 Paola Julie Aguilar Cruz Henry Alberto Álvarez Guayara A Serious Game to learn English: The case of Bethe1Challenge |
description |
Current research in English language teaching reports that there is a tendency towards the use of mobile games and technology. However, there is a lack of research conducted that informs on the implementation of those strategies in high school contexts in Colombia. This article reports a case study aimed at exploring students’ perceptions towards the use of the Serious Game Bethe1Challenge supported with gamified activities, in a high school context during pandemic times. Accordingly, interviews, a pre-test and post-test were implemented and analyzed. It is concluded that participants perceived that Bethe1Challenge is an entertaining, fun, and enjoyable game that increases motivation and improves English learning as reported in the tests. Nonetheless, constraints related to the game were also discovered.
|
format |
article |
author |
Paola Julie Aguilar Cruz Henry Alberto Álvarez Guayara |
author_facet |
Paola Julie Aguilar Cruz Henry Alberto Álvarez Guayara |
author_sort |
Paola Julie Aguilar Cruz |
title |
A Serious Game to learn English: The case of Bethe1Challenge |
title_short |
A Serious Game to learn English: The case of Bethe1Challenge |
title_full |
A Serious Game to learn English: The case of Bethe1Challenge |
title_fullStr |
A Serious Game to learn English: The case of Bethe1Challenge |
title_full_unstemmed |
A Serious Game to learn English: The case of Bethe1Challenge |
title_sort |
serious game to learn english: the case of bethe1challenge |
publisher |
Serious Games Society |
publishDate |
2021 |
url |
https://doaj.org/article/a2a193032c6c4416a92590db78328589 |
work_keys_str_mv |
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