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The Impact of Kahoot and Wayground during assessment and feedback processes in the EFL classroom

dc.contributor.advisorPosada Ortiz, Julia
dc.contributor.authorMestra Suárez, Cielo Estefanía
dc.contributor.authorMosquera Cely, Cristian Gabriel
dc.contributor.orcidPosada Ortiz, Julia [0000-0001-8919-5286]
dc.creator.emailmestrasuarezcielo@gmail.com
dc.creator.emailcrismosquera38@gmail.com
dc.creator.id20212265072
dc.creator.id20212265077
dc.date.accessioned2026-06-18T19:44:10Z
dc.date.available2026-06-18T19:44:10Z
dc.date.created2026-05-07
dc.descriptionEl presente estudio tiene como objetivo explorar las percepciones de los estudiantes sobre el uso de herramientas gamificadas, específicamente Kahoot y Wayground, para mejorar las prácticas de evaluación y retroalimentación en comparación con los métodos tradicionales en un aula de inglés. El proyecto se sustentó en un paradigma constructivista y empleó una metodología de investigación-acción. Implicó una intervención pedagógica que se llevó a cabo con adolescentes que tenían un nivel B2 de dominio del inglés, quienes estaban tomando cursos de inglés en un instituto de lenguas. Los datos fueron recolectados mediante encuestas, entrevistas y grupos focales. Los resultados demuestran que aunque las herramientas gamificadas pueden contribuir positivamente a la motivación, la interacción y la participación en el proceso de aprendizaje, los estudiantes también reconocen la importancia de los métodos de evaluación tradicionales y de los comentarios del profesor para alcanzar una comprensión más profunda; señalaron que estas herramientas son más adecuadas para la práctica que para evaluaciones formales, y reconocen limitaciones como problemas técnicos, acceso restringido a la retroalimentación y la presión derivada de las limitaciones de tiempo y la competencia. En conclusión, la implementación de herramientas gamificadas como Kahoot y Wayground puede enriquecer las prácticas de evaluación y retroalimentación en el aula de inglés; no obstante, su efectividad depende de su integración equilibrada con métodos tradicionales y la mediación del docente para garantizar un aprendizaje significativo.
dc.description.abstractThe purpose of this study is to explore students’ perceptions of using gamified tools, specifically Kahoot and Wayground, to improve assessment and feedback practices in the English classroom, compared to traditional methods. The project was grounded in a constructivist paradigm and employed an action research methodology. A pedagogical intervention was conducted with adolescents at the B2 level of English proficiency who were taking English courses at a binational center. Data were collected through surveys, interviews, and focus groups. The results indicate that while gamified tools can positively influence motivation, interaction, and engagement in the learning process, students also recognize the importance of traditional assessment methods and instructor feedback for achieving a deeper understanding. Students highlighted that these tools are more appropriate for practice than for formal assessments and identified limitations, including technical issues, limited access to feedback, and pressure from time constraints and competition. In conclusion, implementing gamified tools such as Kahoot and Wayground can enrich assessment and feedback practices in the English classroom. Nevertheless, their effectiveness depends on balancing their integration with traditional methods and teacher mediation to ensure meaningful learning.
dc.format.mimetypepdf
dc.identifier.urihttp://hdl.handle.net/11349/101821
dc.language.isoeng
dc.publisherUniversidad Distrital Francisco José de Caldas
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dc.rights.accesoAbierto (Texto Completo)
dc.rights.accessrightsOpenAccess
dc.subjectEvaluación
dc.subjectRetroalimentación
dc.subjectGamificación
dc.subjectKahoot
dc.subjectWayground
dc.subject.keywordAssessment
dc.subject.keywordFeedback
dc.subject.keywordGamification
dc.subject.keywordKahoot
dc.subject.keywordWayground
dc.subject.lembLicenciatura en Educación Básica con énfasis en Inglés -- Tesis y disertaciones académicas
dc.subject.lembInglés como lengua extranjera
dc.subject.lembEvaluación educativa
dc.subject.lembGamificación
dc.subject.lembTecnología educativa
dc.subject.lembAprendizaje activo
dc.titleThe Impact of Kahoot and Wayground during assessment and feedback processes in the EFL classroom
dc.title.titleenglishEl impacto de Kahoot y Wayground en los procesos de evaluación y retroalimentación en el aula de inglés como lengua extranjera
dc.typebachelorThesis
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1f
dc.type.degreeMonografía
dc.type.driverinfo:eu-repo/semantics/bachelorThesis

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