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  4. Dragon Ball Z, The Legendary Tribes: A Gamified Experience in English
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Dragon Ball Z, The Legendary Tribes: A Gamified Experience in English

Journal
Lecture Notes in Educational Technology
Proceedings of TEEM 2023
ISSN
2196-4963
2196-4971
Date Issued
2024
Author(s)
Harry Chica
Marcos Chacón-Castro
Jadán Guerrero, Janio  
Centro de investigación en Mecatrónica y Sistemas Interactivos  
Type
book-chapter
DOI
10.1007/978-981-97-1814-6_10
URL
https://cris.indoamerica.edu.ec/handle/123456789/9606
Abstract
Gamification is a methodology as well as a ludic medium that is growing in popularity and is increasingly used to motivate students and enable active learning. The objective of this research is to design and evaluate a contextualized gamification such as “Dragon Ball Z” to improve the communicative skills of students in a high school in Colombia at A1 level of English. This study used a mixed non-experimental design approach, where an intervention was conducted with a sample of 22 high school students, divided into 4 groups (tribes). For the application, interactive digital tools were used in a series of 26 sessions composed of activities divided into “missions”, which allowed students to acquire English skills in a playful and participatory way. Students’ progress was assessed using rubrics and qualitative data were collected. Finally, it was shown to be a successful strategy for learning English; this methodology generated a playful, motivating and enriching environment, which promoted student participation, interest and meaningful learning. The results support the importance of using this type of strategies in language teaching, and suggest that contextualizing learning methods to the students’ current context can improve their academic performance and classroom participation.
Subjects

Active Learning

Dragon Ball Z

English

Gamification

Student Engagement

Investigación Indoamérica

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