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dc.contributor.authorVillalba-López, C. I.
dc.coverage.spatialTolucaes_MX
dc.date.accessioned2024-05-30T20:57:32Z
dc.date.available2024-05-30T20:57:32Z
dc.date.issued2023-07-01
dc.identifier.urihttps://ade.edugem.gob.mx/handle/acervodigitaledu/68323
dc.description.abstractThe development of this practice report focused on the design and implementation of a gamification system as well as a system of games to promote the learning of English, and the development and implementation of the games was carried out with the support of digital resources. We monitored the influence of the games and gamification systems on student learning. The journalistic practice is developed in the context of the secondary school José Vasconcelos, located in Independencia Nte. S/N, Delegación San Lorenzo Tepaltitlán, C.P 50010 Toluca de Lerdo, Méx. an action plan is used for the application of game systems and using a Kemmis methodological model based on 3 cycles each cycle consists of 4 stages and a reflection of the results of applying each system.es_MX
dc.format.extent102 Páginases_MX
dc.language.isoenes_MX
dc.publisherAcervo Digital Educativoes_MX
dc.rightsAcceso abiertoes_MX
dc.rightsAtribución-NoComercial 3.0 Estados Unidos de América*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/3.0/us/*
dc.subjectEnseñanza de Idiomases_MX
dc.subjectIngléses_MX
dc.subjectLengua extranjeraes_MX
dc.subject.classificationMaterias de enseñanza básica y generales_MX
dc.titleThe use of digital games for second language learning in the classroomes_MX
dc.typeTesises_MX
dc.description.versionVersión original del autores_MX
dc.identifier.collectionadeacervodigitaledu/63402es_MX


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Except where otherwise noted, this item's license is described as Acceso abierto