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Conclusion

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  From the study we can conclude the feasibility of gamifying English classes as a way to motivate English learning.  We cannot infer about the age and sex of the participants, since there was no discrimination of results according to these factors, but since they were children between 9 and 11 years old and the tendency is positive, it can be inferred that gamification would be similar to playing a video game. 

Tasks

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  Based on the knowledge of a problem regarding the English classes that were being taught virtually, this project was born. Then the problem was posed, its justification was understood, i.e., why it was necessary to carry out the research and the benefits for the actors involved and the educational field. The general and specific objectives were established. A conceptual framework was structured considering previous studies on the variable under study. A 12-question survey was designed and applied to a student population of 14 people. The methodological path was established to obtain and analyze the results of the survey designed. A discussion of these results was carried out in the light of the theoretical positions. Conclusions of the study were obtained.

Hypothesis

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  Gamification is a strategy that generates much more motivation and satisfaction in the classroom. Children like to play, so gamifying the English classroom would help their performance by playing while learning.

Introduction and objectives

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  Introduction   This research aims to evaluate the use of gamification in virtual classrooms for teaching English to 5th graders, in order to achieve the expected performance and motivation. It arises from the lack of motivation observed in children in the use of strategies under the virtual modality, where the use of a second language and independent work could have had an impact on low performance and low quality in the knowledge acquired. To obtain the results, a 12-question survey was applied to a sample of 14 children. Among them, there is a high tendency for their classes to be gamified because they would be more pleasant and satisfactory. However, they like the current ones. In conclusion, the study allowed to corroborate how convenient it would be to gamify the courses, therefore the recommendation is to take into account the strategy especially for the changes given by the pandemic. Research objectives   General objective To evaluate the use of gamification as a...

Results

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  As results of the application of the instrument, the following were obtained: Age:  85.7% are children between 9 and 11 years old and 4.3% are children between 6 and 8 years old. Sex:  64.3% are female and 35.7% are male.. With regard to the question: When you answer the activities designed in your virtual English classes, would you like to earn coins when you answer them correctly, and lose coins when you get them wrong? 71.4% consider that the use of coins is a good thing. Phrases such as the following show a tendency towards strategy: "it is like playing while studying", "it is good for my motivation", "because it would be more fun", "because this way I would be more motivated to answer correctly since I will get a prize, i.e. the coins". 28.6% do not believe it and did not give it importance. Regarding the question: Do you like your virtual English classes? 85.7% consider that they like their virtual English classes, some reasons are: ...