How does the video game DETROIT: Become Human contribute to the critical literacy of eleventh grade students at public school?
dc.contributor.advisor | Gómez Betancur, Martha Inez | |
dc.contributor.author | Aldana Contreras, Andrés Felipe | |
dc.contributor.author | Chalarca Taborda, Gustavo Adolfo | |
dc.contributor.author | Peláez Colorado, Oscar Alonso | |
dc.contributor.author | Fuentes Morys, Andrés Felipe | |
dc.contributor.author | Mora Ceballos, Emanuel | |
dc.date.accessioned | 2025-03-10T18:03:40Z | |
dc.date.available | 2025-03-10T18:03:40Z | |
dc.date.issued | 2024 | |
dc.description.abstract | Hoy, en el mundo globalizado, es fundamental aprender un segundo idioma (L2), más específicamente el inglés. Sin embargo, es difícil enseñar lectura crítica en L2. Este estudio examina el potencial del videojuego Detroit: Para desarrollar el letramento crítico en inglés, comienza a ser humano. Además, el juego crea un entorno inmersivo pero atractivo para la enseñanza y el aprendizaje de idiomas, y a través de estas ricas oportunidades de análisis y reflexión, actúa como un catalizador para la interacción social. Además, las limitaciones incluyen posibles distraciones, contenido maduro y, aunque prometedor, puede no estar a la altura de ese potencial. Además, con base en las teorías de lectura crítica, sociocultural y transaccional, este enfoque demuestra que los videojuegos pueden usarse para crear habilidades de lectura basadas en la crítica, superando las brechas lingüísticas y culturales. En este estudio, Detroit: Being Human ayudó a promover el letramiento crítico y a aumentar las capacidades lingüísticas y culturales de los alumnos. | spa |
dc.description.abstract | Today, in the globalized world, it’s critical to learn a second language (L2), and more specifically English. Nevertheless, it is difficult to teach critical reading in L2. This study examines the potential of the video game Detroit: To develop critical literacy in English, start by becoming human. In addition, the game creates an immersive yet engaging environment for teaching and learning languages, and through these rich opportunities for analysis and reflection, it acts as a catalyst for social interaction. Besides, limitations include possible distractions and mature content, and while promising, they may not live up to that potential. Moreover, based on critical, sociocultural and transactional reading theories, this approach demonstrates that video games can be used to create critically based reading skills, bridging linguistic and cultural gaps. In this study, Detroit: Being Human helped to promote critical literacy and boost students’ language and cultural capabilities. | eng |
dc.format.extent | 12 p. | |
dc.format.mimetype | application/pdf | |
dc.identifier.citation | Aldana Contreras, A. F., Chalarca Taborda, G. A., & Peláez Colorado, O. A., et al. (2024). How does the video game Detroit: Become Human contribute to the critical literacy of eleventh grade students at public school?[Trabajo de grado, Universidad Católica Luis Amigó]. Repositorio Institucional Universidad Católica Luis Amigó. | |
dc.identifier.uri | https://repository.ucatolicaluisamigo.edu.co/handle/20.500.14.531/5361 | |
dc.language.iso | eng | |
dc.publisher | Universidad Católica Luis Amigó | |
dc.publisher.faculty | Educación y Humanidades | |
dc.publisher.place | Medellín, Colombia | |
dc.publisher.program | Licenciatura en Lenguas Extranjeras con énfasis en Inglés (Presencial) | |
dc.relation.references | Bacalja, A. (2018). What critical literacy has to offer is the study of video games. Australian Journal of Language and Literacy, The, 41(3), 155-176. Buckingham, D., & Burn, A. (2007). Game literacy in theory and practice. Journal of Educational Multimedia and Hypermedia, 16(3), 323-349. Duke, N. K., & Pearson, P. D. (2018). Comprehension instruction: Research-based best practices. Routledge. DOI: 10.1177/2372732218816339 Misson, M., & Morgan, R. (2018). The importance of reading comprehension in learning. Bacalja, A. (2018). What critical literacy has to offer is the study of video games. Australian Journal of Language and Literacy, The, 41(3), 155-176. | |
dc.rights.accessrights | info:eu-repo/semantics/embargoedAccess | |
dc.rights.creativecommons | Atribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0) | |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.subject | Literacy | Eng |
dc.subject | Language comprehension | Eng |
dc.subject | EFL | Eng |
dc.subject.armarc | a | |
dc.subject.proposal | Alfabetización | spa |
dc.subject.proposal | Comprensión del lenguaje | spa |
dc.subject.proposal | EFL | spa |
dc.subject.proposal | Videojuegos | spa |
dc.subject.proposal | Lectura crítica | spa |
dc.subject.proposal | Literacy | eng |
dc.subject.proposal | Language Comprehension | eng |
dc.subject.proposal | EFL | eng |
dc.subject.proposal | Video Games | eng |
dc.subject.proposal | Critical Reading | eng |
dc.thesis.grantor | Universidad Católica Luis Amigó | |
dc.thesis.level | Pegrado | |
dc.thesis.name | Licenciado en lenguas extranjeras con énfasis en Inglés. | |
dc.title | How does the video game DETROIT: Become Human contribute to the critical literacy of eleventh grade students at public school? | eng |
dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | |
dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa | |
dc.type.local | Tesis/Trabajo de grado - Monografía - Pregrado | |
dc.type.version | info:eu-repo/semantics/acceptedVersion | |
oaire.accessrights | http://purl.org/coar/access_right/c_f1cf |
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