Publication:
Press “start” to learn: Engagement for English learners from the virtual environment of video games

dc.contributor.advisor Román Pérez, Rosa I.
dc.contributor.author Pérez Cortés, Luis E.
dc.contributor.college College of Arts and Sciences - Arts en_US
dc.contributor.committee Irizarry Rodríguez, José M.
dc.contributor.committee Mongar, Sonja
dc.contributor.committee Rivera, Rosita L.
dc.contributor.department Department of English en_US
dc.contributor.representative Rodríguez Martínez, Manuel
dc.date.accessioned 2018-04-09T14:56:13Z
dc.date.available 2018-04-09T14:56:13Z
dc.date.issued 2014
dc.description.abstract This case study is of a classroom from a public school in northwestern Puerto Rico comprised of 7th, 8th, and 9th graders in which the teacher incorporated video games seeks to explore how video games impact English language learning on the island. Observational, questionnaire, and interview data supported claims that video games are a form of electronic entertainment which is relevant and useful for students and teachers. The use of video games for classroom purposes is justified through Policy Letters and other normative documents required by the Department of Education of Puerto Rico. Successful video games and classrooms employ engaging practices which failing video games and classrooms omit. Therefore, lesson plans aligned with the English program’s Content Standards and Grade-Level Expectations of 7th, 8th, and 9th grades in Puerto Rico are included as models to incorporate three commercial video games into the English classroom to attain engagement with language-learning lessons.
dc.description.abstract Este estudio de caso en un salón de escuela pública en el noroeste de Puerto Rico con estudiantes de 7mo, 8vo, y 9no grados (en el cual la maestra incorporó varios video juegos) busca explorar como impactan el aprendizaje del inglés. Los datos recopilados a través de observación, cuestionarios, y entrevista sustenta video juegos como una forma de entretenimiento electrónico relevante y útil para estudiantes y maestros. El uso de video juegos para propósitos educativos es justificado con cartas circulares y otros documentos normativos del Departamento de Educación de Puerto Rico. Los video juegos y salones exitosos comparten la característica de utilizar prácticas que captan atención y esfuerzo que video juegos y salones fracasados no incorporan. Incluyo planes de lecciones alineados con estándares de contenido y expectativas del programa de inglés para grados 7mo, 8vo, y 9no como modelos para incorporar tres video juegos comerciales en las lecciones de inglés.
dc.description.graduationSemester Spring en_US
dc.description.graduationYear 2014 en_US
dc.identifier.uri https://hdl.handle.net/20.500.11801/352
dc.language.iso en en_US
dc.rights.holder (c) 2014 Luis E. Pérez Cortés en_US
dc.rights.license All rights reserved en_US
dc.subject Video games en_US
dc.subject Lesson planning en_US
dc.subject Learning methods en_US
dc.subject Public schools en_US
dc.subject Educational innovations -- Puerto Rico en_US
dc.subject.lcsh Educational games -- Puerto Rico -- Case Studies en_US
dc.subject.lcsh Video games in education -- Puerto Rico en_US
dc.subject.lcsh English language -- Study and teaching (Secondary) en_US
dc.subject.lcsh English language -- Study and teaching -- Technological innovations -- Puerto Rico en_US
dc.title Press “start” to learn: Engagement for English learners from the virtual environment of video games en_US
dc.type Thesis en_US
dspace.entity.type Publication
thesis.degree.discipline English Education en_US
thesis.degree.level M.A.E.E. en_US
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