Citas bibligráficas
Carrascal, K., Garibay, G. (2024). Aplicación móvil basado en gamificación y microlearning para la enseñanza de inglés en estudiantes del Centro de Idiomas de la Universidad Nacional de Cañete [Universidad Nacional de Cañete]. https://hdl.handle.net/20.500.14559/240
Carrascal, K., Garibay, G. Aplicación móvil basado en gamificación y microlearning para la enseñanza de inglés en estudiantes del Centro de Idiomas de la Universidad Nacional de Cañete []. PE: Universidad Nacional de Cañete; 2024. https://hdl.handle.net/20.500.14559/240
@misc{renati/953933,
title = "Aplicación móvil basado en gamificación y microlearning para la enseñanza de inglés en estudiantes del Centro de Idiomas de la Universidad Nacional de Cañete",
author = "Garibay Palomino, Gerardo Enrique",
publisher = "Universidad Nacional de Cañete",
year = "2024"
}
The main objective of this research was to determine how a mobile application based on gamification and microlearning improves English language teaching for students at the Language Center of the National University of Cañete. A quantitative, applied, and explanatory research approach was used, seeking the influence between our variables. An experimental method and a pre-experimental design with a single control group were employed, to which the instrument was applied in both the pretest and posttest. The sample consisted of 28 students from the third cycle of the basic level. These students actively participated in the study, using the mobile application specifically designed for the research, which incorporated elements of gamification and microlearning. Gamification uses game elements in educational contexts to increase motivation and engagement, while microlearning delivers educational content in small doses, facilitating retention and comprehension of information. The results obtained from the questionnaires applied in the pretest and posttest showed a significant improvement in English language learning. This improvement was evident in student participation and the acquisition of new language skills. The percentage of students at a high level of writing, listening comprehension, speaking fluency, and reading comprehension increased significantly in the posttest. In conclusion, the implementation of a mobile application based on gamification and microlearning positively improves English language teaching for students at the Language Center of the National University of Cañete, providing evidence that the use of innovative educ ational technologies can significantly transform and enhance teaching and learning processes in language education contexts
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