Thesis
Graphic visual novels impact on students’ reading comprehension skills
Fecha
2020-06-03Registro en:
Páez, J. (2020). Graphic visual novels impact on students’ reading comprehension skills. (Trabajo de grado). Corporación Universitaria Minuto de Dios, Bogotá - Colombia.
Autor
Páez Molina, Jesús David
Resumen
The following Research implies a proposal in which students can have an impact when they interact with a series of Graphic/Visual videogame in the classroom to practice their EFL reading comprehension skills (Purposeful Reading, Skimming, Scanning). The proposal of involving students with videogames is not new as several researchers have worked with videogames inside the EFL classroom. As a result, many of the projects have had positive responses in the EFL areas they have aimed to improve. For example, some of the researches that are described in the literature review have proved that students have increased their cognitive skills when learning new vocabulary such as videogames commands when playing. Other results have demonstrated how teachers have used these tools effectively as authentic material; defined as what teachers involves in the classroom that is appropriate and have quality in terms of the meaning of English learning communication (Rogers as cited in Kilickaya, 2004).