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https://repositorio.uleam.edu.ec/handle/123456789/12002Registro completo de metadatos
| Campo DC | Valor | Lengua/Idioma |
|---|---|---|
| dc.contributor.author | Hoppe Chara, Sahian Danett | - |
| dc.date.accessioned | 2026-08-04T16:26:33Z | - |
| dc.date.available | 2026-08-04T16:26:33Z | - |
| dc.date.issued | 2026 | - |
| dc.identifier.citation | Hoppe Chara, S. D. (2026). Gamification Strategies and Their Impact on Learning English as a Second Language (ESL) in Higher Education. (Artículo Científico). Universidad Laica Eloy Alfaro de Manabí, Manta, Ecuador. | es |
| dc.identifier.uri | https://repositorio.uleam.edu.ec/handle/123456789/12002 | - |
| dc.description.abstract | In the teaching of English as a foreign language, writing is often perceived as a heavy and uncommunicative task, leading to demotivation and persistent mistakes. To face this challenge, the integration of Edmodo with Artificial Intelligence (AI) components is proposed as an innovative strategy that personalizes learning and reduces communicative anxiety. The objective of the study was to evaluate the impact of this implementation on students' intrinsic motivation and language performance. A quantitative approach with a correlational design was adopted, applying a pre-test and post-test to 70 students divided into control and experimental groups. The instrument was an observation token based on a Likert scale, with high reliability of Cronbach's Alpha 0.87. The results showed a significant change in perceptions: the means, initially low, rose in the post-test, reflecting improvements in writing and critical argumentation. In addition, there was evidence of an increase in intercultural interaction and intrinsic motivation. Concluding that the application of Edmodo with AI transforms the educational process by promoting self-efficacy and academic persistence, becoming a key tool to dynamize the teaching of English and enhance student engagement. | es |
| dc.language.iso | es | es |
| dc.relation.ispartofseries | ULEAM-POSG-PINE;09 | - |
| dc.subject | GAMIFICATION | es |
| dc.subject | INTRINSIC MOTIVATION | es |
| dc.subject | STUDENT ENGAGEMENT | es |
| dc.subject | ACADEMIC SELF-EFFICACY | es |
| dc.subject | LEARNING | es |
| dc.title | Gamification Strategies and Their Impact on Learning English as a Second Language (ESL) in Higher Education. | es |
| dc.type | Article | es |
| Aparece en las colecciones: | MAESTRIA DE PEDAGOGIA DE LOS IDIOMAS NACIONALES Y EXTRANJEROS, COHORTE III | |
Ficheros en este ítem:
| Fichero | Descripción | Tamaño | Formato | |
|---|---|---|---|---|
| ULEAM-POSG-PINE-09.pdf | ARTÍCULO CIENTÍFICO | 673 kB | Adobe PDF | Visualizar/Abrir |
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