Introduction and objectives

 


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 motivational element in the virtual English classroom for 5th grade elementary school children.

Specific objectives:

· To identify positive and negative behaviors in the virtual classroom without gamification.

· Determine the perception of the gamified virtual classroom.


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