Propuesta Educativa para el aprendizaje del ingles mediante el uso de Serious Games “MONSTERS INC: SCARE ISLAND” En estudiantes de grado quinto de primaria de la Fundación Educativa Don Bosco
Educative proposall to learn english throw Serious Games "MONSTERS INC: SCARE ISLAND" with fifth grade students from Fundacion Educativa Don Bosco.
Citación
Date
2017-01-23Author
Benavides Parra, Martha Zoraida
Obtained degree
Magíster en Educación
Publisher
Universidad Militar Nueva Granada
Key words
; ingles - enseñanza; metodos de enseñanza; juegos escolares
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Abstract
La sociedad del conocimiento y la tecnología del siglo XXI han traído cambios que han modificado sustancialmente las diferentes prácticas del ser humano. Los avances tecnológicos presentes en dicha sociedad han obligado a que se produzcan transformaciones, y las nuevas tecnologías agrupadas en los desarrollos tecnológicos y sus aplicaciones, se han posicionado como uno de los productos esenciales del consumo de la modernidad que facilitan la vida, pero que también decretan cierta metamorfosis en los valores y la conducta de las personas. Sumado a esto, se vienen dando insumos que a través de dicha tecnología desafían muchos de los esquemas tradicionales, particularmente en la educación, lo cual incita a que se desarrollen otros métodos de enseñanza de manera que se posibilite la extensión del conocimiento incluso en áreas poco exploradas.
Un ejemplo de ello es el uso de los videojuegos Educativos Serious Games, cuyas instrucciones en inglés pueden contribuir de cierta forma a un aprendizaje duradero. Cabe señalar que el manejo de una segunda lengua se ha constituido dentro de los planes de estudio en un elemento de carácter obligatorio incluso desde la educación primaria y con mayor razón en la secundaria. Es por esto, que esta investigación plantea generar una propuesta educativa, para el aprendizaje del inglés mediante el uso del juego Serious Games MONSTERS INC: SCARD ISLAND con estudiantes de 5°de primaria de la fundación educativa Don Bosco. Esta investigación tiene un método descriptivo y un enfoque cuantitativo y cualitativo. Para ello se utilizaron los instrumentos encuesta, una entrevista semi-estructurada, y un diario de campo, con lo que se determinó la afinidad por parte de los estudiantes hacia los Serious Games. Los resultados arrojaron que la mayoría de los estudiantes no utilizan estas herramientas como medio de aprendizaje sino como una forma de entretenimiento y diversión.
The society of knowledge and technology of the 21st century have brought changes that have substantially modified the different practices of the human being. The new technological advances present in this society have forced changes to take place, and these new technologies have been positioned as one of the essential products of the consumption of modernity that facilitate life, but which also decrees a certain metamorphosis in values and The behavior of people. In addition to this, inputs have been given that, through this technology, challenge many of the traditional schemes, and particularly in education, and which require that other teaching methods be developed in a way that allows for the extension of knowledge even in poorly explored areas And of which a great minority was privileged.
An example of this is the use of Serious Games Educational videogames, which are the channel of entry that young people would have to the world of technology. These have become the new method of teaching and learning, by the content they manage and that guarantee in a certain way a lasting learning, since they are aimed at addressing the different themes designed for each of the curricula. If you want to give a connotation of electronic literacy; Taking into account the many variations that have been introduced between message, code and content, which is reflected in instructions in a second language, English, which has been constituted within the curricula in a mandatory element even since Primary education and even more so in high school. As a result, the research problem shows that these tools have not yet been included in all the
Educational establishments, for the imaginary that has to be only for distraction. It is for this reason that this research proposes to generate an educational proposal for the learning of English through the use of the game Serious Games MONSTERS INC: SCARD ISLAND with 5th grade students of the Don Bosco educational foundation. This research has a descriptive method and a quantitative and qualitative approach, for which the instruments were used: survey, a semi-structured interview, and a field diary with which the level of perception, of pleasure and displeasure, was determined Of students and their affinity for Serious Games, the results showed that most students do not use these tools as a means of learning but as a form of entertainment and fun.
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