Native knowledge to the English classroom: the role of gamification

dc.contributor.advisorSuescún Giraldo, Claudia Marcela
dc.contributor.authorGarcía Sánchez, Samuel Mateo
dc.contributor.authorHenao Saldarriaga, Mariana
dc.contributor.authorPineda Rojas, Valentina
dc.date.accessioned2025-10-10T16:18:07Z
dc.date.available2025-10-10T16:18:07Z
dc.date.issued2025
dc.description.abstractThis research explored integrating Emberá Chamí Indigenous knowledge into Colombian EFL classrooms through gamification; in doing so, it aimed to boost cultural awareness. It was conducted as action research within a Medellín university English seedbed. This study involved 12-14-year-olds, and it used qualitative methods under an interpretive paradigm, capturing subjective experiences. Likewise, it highlighted incorporating Indigenous perspectives to foster intercultural competence, a key but underdeveloped goal in Colombian education. To this end, gamification served as an innovative strategy, using game elements to enhance motivation, engagement, empathy, and collaboration. Data from interviews and classroom observations assessed how gamified materials impacted students’ understanding and appreciation of Emberá Chamí culture. As a result, findings suggest gamification effectively promotes cultural awareness through immersive experiences. Therefore, this offers educators insights for bridging cultural gaps and enriching language teaching by integrating native knowledge and technology.eng
dc.format.extent25 p.
dc.format.mimetypeapplication/pdf
dc.identifier.citationGarcía Sánchez, S. M., Henao Saldarriaga, M., & Pineda Rojas, V. (2025). Native knowledge to the English classroom: the role of gamification
dc.identifier.urihttps://repository.ucatolicaluisamigo.edu.co/handle/20.500.14.531/6456
dc.language.isoeng
dc.publisherUniversidad Católica Luis Amigo.
dc.publisher.facultyEducación y Humanidades
dc.publisher.placeMedellín, Colombia
dc.publisher.programLicenciatura en Lenguas Extranjeras con énfasis en Inglés (Presencial)
dc.relation.referencesAdachi, P. J., Hodson, G., & Hoffarth, M. R. (2015). Video game play and intergroup lrelations: Real world implications for prejudice and discrimination. Aggression and Violent Behavior, 25, 227–236. Aliyeva, E. (2016). An overview of the national curriculum development process for Azerbaijan. The Online Journal of New Horizons in Education, 6(1), 13. Becerra-Lubies, R., Bolomey Córdova, C., & Meli Fernández, D. (2019). Teaching indigenous languages in Chile: Perceptions of traditional educators. International Journal of Bilingual Education & Bilingualism, 25(1), 23–41. https://doi.org/10.1080/13670050.2019.1621260 Canales Cerón, M. (2006). Metodologías de investigación social. LOM Ediciones. Cotton, D. R. E., Stokes, A., & Cotton, P. A. (2010). Using observational methods to research the student experience. Journal of Geography in Higher Education, 34(3), 463–473. https://doi.org/10.1080/03098265.2010.501541 Creswell, J. W. (1998). Qualitative inquiry and research design: Choosing among five traditions. Sage Publications. Da Silva, C., Pereira, F., & Amorim, J. P. (2023). The integration of indigenous knowledge in school: A systematic review. Compare: A Journal of Comparative and International Education, 1–19. https://doi.org/10.1080/03057925.2023.2184200 Deterding, S. (2014). The ambiguity of games: Histories and discourses of a gameful world. The Gameful World: Approaches, Issues, Applications, p. 23, 2015. Erikson, E. H. (1980). Identity and the life cycle. W. W. Norton & Company. Fonseca, V. (2020). Umbrales: Gamificación para la Educación Intercultural. EDU REVIEW. International Education and Learning Review / Revista Internacional De Educación y Aprendizaje, 8(1), 57–72. https://doi.org/10.37467/gka-revedu.v8.2423 Gorman, G. E., & Clayton, P. (2005). Qualitative research for the information professional: A practical handbook (2nd ed.). Facet Publishing. Han, J. (2021). Secondary Education in Ontario: Effective Strategies for Prejudice Reduction Between Indigenous and Non-Indigenous Communities. https://jps.library.utoronto.ca/index.php/sustinere/article/view/36815/27984 Higgs, J., & Cherry, N. (2009). Doing qualitative research on practice. Rotterdam, Netherlands: Sense Publishers. Ives, L. S. E. (2014). La identidad del adolescente. Como se construye. Adolescere, II(2), 14–18. Leiss, L., Großschedl, J., Wilde, M., Fränkel, S., Becker-Genschow, S., & Großmann, N. (2025). Gamification in education—teachers’ perspectives through the lens of the theory of planned behavior. Frontiers in Psychology, 16 . https://doi.org/10.3389/fpsyg.2025.1571463 Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H.-N. (2019). Engaging children with educational content via Gamification. Smart Learning Environments, 6(1), N.PAG. https://doi.org/10.1186/s40561-019-0085-2 Nehring, N., Baghaei, N., & Dacey, S. (2018). Improving students’ performance through Gamification: A user study. In International Conference on Computer Supported Education (CSEDU), pp. 213–218. Ong-Flaherty, C., Valencia-Garcia, D., Martinez, D. A., Borges, W., & Summers, L. (2017). Effectiveness of gaming in creating cultural awareness. Learning, Culture and Social Interaction. Article in Press. http://dx.doi.org/10.1016/j.lcsi.2016.12.005 Panmei, B., & Waluyo, B. (2023). The pedagogical use of gamification in English vocabulary training and learning in higher education. Education Sciences, 13(24). https://doi.org/10.3390/educsci13010024 Pérez, Y., Rey, L., & Rosado, N. (2019). Characteristics of EFL curriculum in the Colombian Caribbean Coast: The case of 12 state schools. English Language Teaching, 12(11), 85. https://doi.org/10.5539/elt.v12n11p85 Ramirez, G., ElMiligi, H., Walton, P., & Billy, C. (2018, July). Revitalization of an indigenous language: Which is better: The teacher or the app? Kidmore End: Academic Conferences International Limited, 344–350. Ramirez Arias, D. J. (2020, January 1). Integración de los saberes indígenas en el currículo escolar. Repositorio Institucional Séneca. Retrieved April 27, 2023, from https://repositorio.uniandes.edu.co/bitstream/handle/1992/43885/ Reihana, K., Taura, Y., & Harcourt, N. (2019). He Tohu o te wā – Hangarau pūtaiao / signs of our times – Fusing technology with environmental sciences. New Zealand Journal of Ecology, 43(3). https://doi.org/10.20417/nzjecol.43.31 Reina Avila, K., & Lara Buitrago, P. (2020). Reflexiones en torno a la educación inclusiva en Colombia: estado de la cuestión. Educación y Ciencia, 24, e11381. Richardson, T. (2011). Navigating the problem of inclusion as enclosure in native culture-based education: Theorizing shadow curriculum. Curriculum Inquiry, 41(3), 332–349. https://doi.org/10.1111/j.1467-873x.2011.00552.x Rodríguez-Burgos, L. P., Díaz-Posada, L. E., Rodríguez-Castro, J., Izquierdo-Martínez, D. E., & Nassar-Pinzón, C. (2014). Knitting meaning: Understanding the origin, the history, and the preservation of a traditional cultural practice of the Arhuaca indigenous community. Culture & Psychology, 20(3), 330–357. https://doi.org/10.1177/ Rúa Gómez, M. S. (n.d.). Teaching English in Arhuacos indigenous people through cultural contents of the ethnic. Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press. Savin-Baden, M., & Major, C. H. (2013). Qualitative research: The essential guide to theory and practice. Routledge. Stenros, J., Montola, M., & Mäyrä, F. (2007, November). Pervasive games in ludic society. In Proceedings of the 2007 conference on Future Play (pp. 30–37). ACM. Thanh, N. C., & Thanh, T. T. L. (2015). The interconnection between interpretivist paradigm and qualitative methods in education. American Journal of Educational Science, 1(2), 24–27. Vera Fuentes, L. E., Rodríguez Mendoza, K. M., Coronado Gómez, D. A., & Ardila Morales, J. M. (2016). Condiciones de los saberes indígenas en el currículo educativo para la educación superior en Bogotá. Willis, J. W. (2007). Foundations of qualitative research: Interpretive and critical approaches. SAGE Publications, p. 110. Διεθνές Συνέδριο Για Την Ανοικτή & Εξ Αποστάσεως Εκπαίδευση 9(6Β), Gamification as tool to raise sociocultural awareness. (2017). 275. https://doi.org/10.12681/icodl.1123
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.creativecommonsAtribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0)
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectIndigenous Knowledgeeng
dc.subjectSecond Language Instructioneng
dc.subjectCultural valueseng
dc.subjectGamificationeng
dc.subject.armarca
dc.subject.proposalConocimientos indígenasspa
dc.subject.proposalEnseñanza de una lengua extranjeraspa
dc.subject.proposalValor culturalspa
dc.subject.proposalGamificaciónspa
dc.subject.proposalIndigenous Knowledgeeng
dc.subject.proposalSecond Language Instructioneng
dc.subject.proposalCultural valueseng
dc.subject.proposalGamificationeng
dc.thesis.grantorUniversidad Católica Luis Amigo.
dc.thesis.levelPegrado
dc.thesis.nameLicenciadas en lenguas extranjeras con énfasis en Inglés.
dc.titleNative knowledge to the English classroom: the role of gamificationeng
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1f
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aa
dc.type.localTesis/Trabajo de grado - Monografía - Pregrado
dc.type.versioninfo:eu-repo/semantics/acceptedVersion
oaire.accessrightshttp://purl.org/coar/access_right/c_abf2

Files

Original bundle

Now showing 1 - 2 of 2
Loading...
Thumbnail Image
Name:
Carta_de_autorizacion_publicacion_en_linea VP SG MH.docx.pdf
Size:
335.38 KB
Format:
Adobe Portable Document Format
Loading...
Thumbnail Image
Name:
ME-T3726521_G216_2025.docx.pdf
Size:
316.18 KB
Format:
Adobe Portable Document Format

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description: