POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE

Detalhes bibliográficos
Autor(a) principal: Pinto, Wálisson Dias
Data de Publicação: 2020
Outros Autores: Pereira, Cláudio Alves
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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spelling 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
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