TRANSFORMING EDUCATION FOR THE VULNERABLE POPULATION
A COOPERATIVE LEARNING EXPERIENCE IN THE CREATION OF DIGITAL GRAPHIC NOVELS IN ENGLISH
Abstract
This research was conducted in a Colombian school which looks after children in vulnerable conditions. There, a digital graphic novel based on cooperative learning was created whose purpose was to reinforce English language skills. The research is qualitative under the research-action modality. A group of eleventh grade (16 students) whose socio-cultural attributes are framed within social vulnerability was tabbed. Four phases were done to carry out the research (Diagnosis, Design and intervention and Evaluation). First, a learning needs questionnaire was conducted to determine preferences in pedagogical and didactic terms. Then, several engines for the creation of digital graphic novels are explored, taking into account the theories proposed in this research. Subsequently, the Ren'Py graphic engine is socialized to the participants. Finally, with the aid of a student perception questionnaire regarding the acquisition of English language skills based on a graphic engine for the creation of visual novels, the experience is valued to propose improvement actions. In conclusion, the educational reality of an institution that takes cares vulnerable populations was transformed, specifically, in the teaching-learning processes of -English- which led to the strengthening of the four linguistic skills, achieving significant changes through social interaction which enriched the experience. Likewise, the very idea of teamwork was expanded by proposing intergroup work and intergroup assessment, which were supported by effective feedback.
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