La gamificación para (auto)evaluar las competencias léxico-gramaticales en el aula de inglés como segunda lengua en el contexto de la enseñanza a distanciaun estudio de caso

  1. Ana Ibáñez Moreno
Revista:
Verbeia: Journal of English and Spanish Studies = revista de estudios filológicos

ISSN: 2444-1333

Año de publicación: 2015

Número: 0

Páginas: 75-99

Tipo: Artículo

Otras publicaciones en: Verbeia: Journal of English and Spanish Studies = revista de estudios filológicos

Resumen

This paper shows the results of a study which consisted of the implementation –within the classroom of distance learning of English as a Foreign language–of an application (both computer or mobile) called Qstream–which is an assessment tool framed by itsdevelopers themselves within the mobile learning framework–. This application was used by following procedures related to game-based learning methods, in line with the current trend of gamificationin learning. The aims were to obtain data over the benefits that a tool such as QStreamcan bring regarding the improvement of lexical and grammatical competences by students of English as a Foreign Language. The results of this study show that this tool actually contributes to the enhancement of such competences in a highly motivating way.