POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE
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Data de Publicação: | 2020 |
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Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista Prática Docente |
Texto Completo: | http://periodicos.cfs.ifmt.edu.br:443/periodicos/index.php/rpd/article/view/744 |
Resumo: | Digital games are seen as an popular entertainment among young people and adults. This paper aims to identify their potential to contribute to the learning of school content, more specifically the English language, which is the predominant language in these game's market. The data were collected through an investigative study using an electronic questionnaire sent to students of Basic and Higher Education. The responses of 114 participants were analyzed using the qualitative paradigm as a guide. The results show that, although the knowledge of the English language learned in the classroom was important for the setting in the games, the majority of respondents (83.5%) confirm that they have deepened their English skills through this practice. This study points out that this immersion can contribute significantly to the learning of the English language. It is concluded that digital games are important auxiliary tools for teachers of English language to organize their pedagogical practice. |
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POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGEPOSSÍVEIS IMPACTOS EDUCACIONAIS DOS JOGOS DIGITAIS NO ESTUDO DA LÍNGUA INGLESADigital GamesEnglish LanguageTangential LearningJogos DigitaisLíngua InglesaAprendizagem TangencialDigital games are seen as an popular entertainment among young people and adults. This paper aims to identify their potential to contribute to the learning of school content, more specifically the English language, which is the predominant language in these game's market. The data were collected through an investigative study using an electronic questionnaire sent to students of Basic and Higher Education. The responses of 114 participants were analyzed using the qualitative paradigm as a guide. The results show that, although the knowledge of the English language learned in the classroom was important for the setting in the games, the majority of respondents (83.5%) confirm that they have deepened their English skills through this practice. This study points out that this immersion can contribute significantly to the learning of the English language. It is concluded that digital games are important auxiliary tools for teachers of English language to organize their pedagogical practice.Os jogos digitais são tidos como entretenimento popular entre jovens e adultos. Este trabalho objetiva identificar as suas potencialidades em contribuir para a aprendizagem dos conteúdos escolares, mais especificamente da Língua Inglesa, idioma predominante no mercado desses jogos. Os dados foram coletados por meio de um estudo investigativo utilizando questionário eletrônico enviado a estudantes da Educação Básica e do Ensino Superior. As respostas dos 114 participantes foram analisadas tendo o paradigma qualitativo como norteador. Os resultados apontam que, embora os conhecimentos da Língua Inglesa aprendidos em sala de aula tenham sido importantes para a ambientação nos jogos, a maioria dos respondentes (83,5%) confirma ter aprofundado as habilidades do idioma inglês por meio dessa prática. Este estudo aponta que esta imersão contribui significativamente para a aprendizagem da língua inglesa. Conclui-se que os jogos digitais se constituem como importantes ferramentas auxiliares para os professores de Língua Inglesa organizarem a sua prática pedagógica.Revista Prática Docente2020-08-31info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionLinguagensLinguagensLinguagensapplication/pdfhttp://periodicos.cfs.ifmt.edu.br:443/periodicos/index.php/rpd/article/view/74410.23926/RPD.2526-2149.2020.v5.n2.p782-800.id744Revista Prática Docente (Journal Practice Teacher); Vol. 5 No. 2 (2020): May to August 2020; 782-800Revista Prática Docente (Revista Práctica Docente); Vol. 5 Núm. 2 (2020): Mayo a agosto 2020; 782-800Revista Prática Docente; v. 5 n. 2 (2020): Maio a Agosto de 2020 (Fluxo contínuo); 782-8002526-2149reponame:Revista Prática Docenteinstname:Instituto Federal de Educação, Ciência e Tecnologia de Mato Grosso (IFMT)instacron:IFMTporhttp://periodicos.cfs.ifmt.edu.br:443/periodicos/index.php/rpd/article/view/744/382Copyright (c) 2020 A Revista Prática Docente tem o direito de primeira publicaçãohttp://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessPinto, Wálisson DiasPereira, Cláudio Alves2022-06-03T13:01:46Zoai:ojs.periodicos.cfs.ifmt.edu.br:article/744Revistahttp://periodicos.cfs.ifmt.edu.br/periodicos/index.php/rpdPUBhttps://periodicos.cfs.ifmt.edu.br/periodicos/index.php/rpd/oairevistapraticadocente@cfs.ifmt.edu.br||2526-21492526-2149opendoar:2022-06-03T13:01:46Revista Prática Docente - Instituto Federal de Educação, Ciência e Tecnologia de Mato Grosso (IFMT)false |
dc.title.none.fl_str_mv |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE POSSÍVEIS IMPACTOS EDUCACIONAIS DOS JOGOS DIGITAIS NO ESTUDO DA LÍNGUA INGLESA |
title |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE |
spellingShingle |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE Pinto, Wálisson Dias Digital Games English Language Tangential Learning Jogos Digitais Língua Inglesa Aprendizagem Tangencial |
title_short |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE |
title_full |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE |
title_fullStr |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE |
title_full_unstemmed |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE |
title_sort |
POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE |
author |
Pinto, Wálisson Dias |
author_facet |
Pinto, Wálisson Dias Pereira, Cláudio Alves |
author_role |
author |
author2 |
Pereira, Cláudio Alves |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Pinto, Wálisson Dias Pereira, Cláudio Alves |
dc.subject.por.fl_str_mv |
Digital Games English Language Tangential Learning Jogos Digitais Língua Inglesa Aprendizagem Tangencial |
topic |
Digital Games English Language Tangential Learning Jogos Digitais Língua Inglesa Aprendizagem Tangencial |
description |
Digital games are seen as an popular entertainment among young people and adults. This paper aims to identify their potential to contribute to the learning of school content, more specifically the English language, which is the predominant language in these game's market. The data were collected through an investigative study using an electronic questionnaire sent to students of Basic and Higher Education. The responses of 114 participants were analyzed using the qualitative paradigm as a guide. The results show that, although the knowledge of the English language learned in the classroom was important for the setting in the games, the majority of respondents (83.5%) confirm that they have deepened their English skills through this practice. This study points out that this immersion can contribute significantly to the learning of the English language. It is concluded that digital games are important auxiliary tools for teachers of English language to organize their pedagogical practice. |
publishDate |
2020 |
dc.date.none.fl_str_mv |
2020-08-31 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion Linguagens Linguagens Linguagens |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://periodicos.cfs.ifmt.edu.br:443/periodicos/index.php/rpd/article/view/744 10.23926/RPD.2526-2149.2020.v5.n2.p782-800.id744 |
url |
http://periodicos.cfs.ifmt.edu.br:443/periodicos/index.php/rpd/article/view/744 |
identifier_str_mv |
10.23926/RPD.2526-2149.2020.v5.n2.p782-800.id744 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
http://periodicos.cfs.ifmt.edu.br:443/periodicos/index.php/rpd/article/view/744/382 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2020 A Revista Prática Docente tem o direito de primeira publicação http://creativecommons.org/licenses/by-nc/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2020 A Revista Prática Docente tem o direito de primeira publicação http://creativecommons.org/licenses/by-nc/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Revista Prática Docente |
publisher.none.fl_str_mv |
Revista Prática Docente |
dc.source.none.fl_str_mv |
Revista Prática Docente (Journal Practice Teacher); Vol. 5 No. 2 (2020): May to August 2020; 782-800 Revista Prática Docente (Revista Práctica Docente); Vol. 5 Núm. 2 (2020): Mayo a agosto 2020; 782-800 Revista Prática Docente; v. 5 n. 2 (2020): Maio a Agosto de 2020 (Fluxo contínuo); 782-800 2526-2149 reponame:Revista Prática Docente instname:Instituto Federal de Educação, Ciência e Tecnologia de Mato Grosso (IFMT) instacron:IFMT |
instname_str |
Instituto Federal de Educação, Ciência e Tecnologia de Mato Grosso (IFMT) |
instacron_str |
IFMT |
institution |
IFMT |
reponame_str |
Revista Prática Docente |
collection |
Revista Prática Docente |
repository.name.fl_str_mv |
Revista Prática Docente - Instituto Federal de Educação, Ciência e Tecnologia de Mato Grosso (IFMT) |
repository.mail.fl_str_mv |
revistapraticadocente@cfs.ifmt.edu.br|| |
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