El videojuego L.I.S. y el léxico del inglés en estudiantes de secundaria del C.E.E. “Rafael Narváez Cadenillas”, Trujillo 2021
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Date
2024
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Universidad Nacional de Trujillo
Abstract
El presente trabajo de investigación titulado El videojuego L.I.S. y el léxico del inglés en estudiantes de secundaria del C.E.E. “Rafael Narváez Cadenillas”, Trujillo 2021 tuvo como objetivo principal el determinar si existe influencia en el aprendizaje del léxico del inglés luego de utilizar el videojuego Life is Strange como herramienta educativa en los estudiantes del tercer año “A” del colegio Rafael Narváez Cadenillas. También se hizo hincapié en promover una manera lúdica de aprender, mediante una propuesta nueva e innovadora que logre captar el interés de los estudiantes. Para cumplir con nuestro objetivo se trabajó con una muestra de 17 estudiantes de un total de 29 registrados en 3-”A”, que tienen bajo su propiedad una computadora capaz de soportar el videojuego. Para la recolección de información se usó un examen, qué contó con 8 ítems. La validación del instrumento estuvo a cargo de 3 profesores expertos en el área de Idiomas. Para la contrastación de hipótesis se utilizó la prueba de Wilcoxon para determinar el dominio del léxico inglés antes y después de utilizar el videojuego. Los resultados se organizaron en tablas y gráficos estadísticos, lo que nos permitió concluir que el uso del videojuego Life is Strange influye significativamente en el aprendizaje del léxico inglés en los estudiantes del 3° “A” del colegio Rafael Narváez Cadenillas.
The present research work entitled The video game L.I.S. and the learning of the English lexicon in secondary students from E.E.C. "Rafael Narváez Cadenillas", Trujillo, 2021 had as main objective to determine if there is influence in the learning of the English lexicon after using the video game Life is Strange as an educational tool in the students of the third year "A" of the school Rafael Narváez Cadenillas. Emphasis was also placed on promoting a playful way of learning, through a new and innovative proposal that manages to capture the interest of the students. In order to fulfil our objective, a sample of 17 students out of a total of 29 registered in 3rd "A" was employed, who own a computer capable of supporting the video game. For the gathering of information, a test was used, which had 8 items. The validation of the instrument was carried out by 3 expert teachers in the area of languages. For hypothesis testing, the Wilcoxon test was used to determine the command of the English lexicon before and after using the video game. The results were organized in tables and statistical graphs, which allowed researchers to conclude that the use of the video game Life is Strange significantly influences the learning of the English lexicon in the 3rd "A" grade students of the Rafael Narváez Cadenillas school.
The present research work entitled The video game L.I.S. and the learning of the English lexicon in secondary students from E.E.C. "Rafael Narváez Cadenillas", Trujillo, 2021 had as main objective to determine if there is influence in the learning of the English lexicon after using the video game Life is Strange as an educational tool in the students of the third year "A" of the school Rafael Narváez Cadenillas. Emphasis was also placed on promoting a playful way of learning, through a new and innovative proposal that manages to capture the interest of the students. In order to fulfil our objective, a sample of 17 students out of a total of 29 registered in 3rd "A" was employed, who own a computer capable of supporting the video game. For the gathering of information, a test was used, which had 8 items. The validation of the instrument was carried out by 3 expert teachers in the area of languages. For hypothesis testing, the Wilcoxon test was used to determine the command of the English lexicon before and after using the video game. The results were organized in tables and statistical graphs, which allowed researchers to conclude that the use of the video game Life is Strange significantly influences the learning of the English lexicon in the 3rd "A" grade students of the Rafael Narváez Cadenillas school.
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Keywords
Educación, Idiomas, Inglés, Tecnología educacional, Videojuego, Juego educativo, Enseñanza de idiomas