Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish
Autor(a) principal: | |
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Data de Publicação: | 2024 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Letras de Hoje (Online) |
Texto Completo: | https://revistaseletronicas.pucrs.br/ojs/index.php/fale/article/view/44185 |
Resumo: | This article presents the report and conclusions of a research carried out over about three years with the aim of providing a playful process of learning Spanish to students in the final years of Elementary School in a public school. Based on the concepts of Homo Ludens (Huizinga, 2000), ergodic learning (Leffa; Beviláqua, 2019), and considering the insertion of digital technologies in language teaching, especially videogames, as proposed by authors such as Leffa and Pinto (2014), we proposed to develop a game workshop with students so that they would learn to create their own games and could use Spanish not as an end, but as a means to build their products. To do so, we first developed a game on the Escape Factory platform, which served as a basis and inspiration for the students. This research, with a qualitative approach, was carried out under the methodological assumptions of Design-Based Research, which foresees a series of phases in the development of products with educational purposes, phases that develop in iterative cycles, which imply continuous evaluations and reformulations. From the model game and the game workshop, the students developed their own digital games in Spanish. With the notes taken in the logbook throughout the process, in addition to the questionnaires answered by the students, we can state, even if further studies are needed, that learning an additional language through the development of games can be significant, motivating, and, especially, effective. |
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Electronic Games Workshop: teaching strategy to develop motivation and learning in SpanishTaller de Juegos Electrónicos: didáctica para desarrollar la motivación y el aprendizaje en españolTaller de Juegos Electrónicos: estratégia de ensino para desenvolver a motivação e a aprendizagem em espanholLíngua espanholaLínguas adicionaisOficina de gamesJogos digitais Aprendizagem ergódica.SpanishSecond language Games workshopDigital gamesErgodic learning.Idioma españolIdiomas adicionalesTaller de juegosJuegos digitalesAprendizaje ergódico.This article presents the report and conclusions of a research carried out over about three years with the aim of providing a playful process of learning Spanish to students in the final years of Elementary School in a public school. Based on the concepts of Homo Ludens (Huizinga, 2000), ergodic learning (Leffa; Beviláqua, 2019), and considering the insertion of digital technologies in language teaching, especially videogames, as proposed by authors such as Leffa and Pinto (2014), we proposed to develop a game workshop with students so that they would learn to create their own games and could use Spanish not as an end, but as a means to build their products. To do so, we first developed a game on the Escape Factory platform, which served as a basis and inspiration for the students. This research, with a qualitative approach, was carried out under the methodological assumptions of Design-Based Research, which foresees a series of phases in the development of products with educational purposes, phases that develop in iterative cycles, which imply continuous evaluations and reformulations. From the model game and the game workshop, the students developed their own digital games in Spanish. With the notes taken in the logbook throughout the process, in addition to the questionnaires answered by the students, we can state, even if further studies are needed, that learning an additional language through the development of games can be significant, motivating, and, especially, effective. Este texto trae el informe y las conclusiones de una investigación realizada a lo largo de cerca de tres años con el objetivo de proporcionar un proceso lúdico de aprendizaje del idioma español a estudiantes de los últimos años de la Enseñanza Primaria en una escuela pública. Partiendo de los conceptos de Homo Ludens (Huizinga, 2000), de aprendizaje ergódico (Leffa; Beviláqua, 2019) y de la inserción de tecnologías digitales en la enseñanza de idiomas, en particular videojuegos, tal y como proponen autores como Leffa y Pinto (2014), nos propusimos desarrollar un taller de juegos con los estudiantes para que aprendieran a crear sus propios juegos y utilizaran el idioma español no como un fin, sino como un medio para construir sus productos. Para eso, desarrollamos, primero, un juego en la plataforma Escape Factory, que sirvió de base e inspiración a los alumnos. Esa investigación, con enfoque cualitativo, se realizó bajo los presupuestos metodológicos del Design-Based Research o Pensamiento Diseño, que propone una serie de fases en el desarrollo de productos con fines educativos, fases que se desarrollan en ciclos iterativos, lo que implica continuas evaluaciones y reformulaciones. A partir del juego modelo y del taller de creación, los alumnos desarrollaron sus propios juegos digitales en español. Con las notas realizadas en un diario de a bordo a lo largo del proceso, además de los cuestionarios respondidos por los estudiantes, podemos entender, aunque nuevas investigaciones sean necesarias, que el aprendizaje de un idioma adicional a través del desarrollo de juegos puede ser significativo, motivador y, sobre todo, efectivo.Este trabalho traz o relato e as conclusões de uma pesquisa desenvolvida ao longo de cerca de três anos com o objetivo de proporcionar um processo lúdico de aprendizagem de língua espanhola a alunos dos anos finais do Ensino Fundamental de uma escola pública. Partindo dos conceitos de Homo Ludens, de Huizinga (2000), de aprendizagem ergódica, de Leffa e Beviláqua (2019), e de inserção das tecnologias digitais no ensino de línguas, em especial os videojogos, conforme proposto por autores como Leffa e Pinto (2014), propusemo-nos a desenvolver uma oficina de games com os estudantes, a fim de que eles aprendessem a criar seus próprios jogos e pudessem utilizar a língua espanhola não como fim, mas como meio para construir seus produtos. Para tanto, desenvolvemos, primeiramente, um jogo na plataforma Escape Factory, que serviu de base e inspiração para os alunos. Essa pesquisa, de abordagem qualitativa, foi realizada sob os pressupostos metodológicos do Design-Based Research, que prevê uma série de fases no desenvolvimento de produtos com fins educacionais, fases essas que se desenvolvem em ciclos iterativos, o que implica contínuas avaliações e reformulações. A partir do jogo-modelo e da oficina de criação, os alunos desenvolveram seus próprios games digitais em espanhol. Com as anotações realizadas em diário de bordo ao longo do processo, além dos questionários respondidos pelos alunos, podemos afirmar, ainda que novos estudos sejam necessários, que a aprendizagem de língua adicional por meio do desenvolvimento de jogos pode ser significativa, motivadora e, principalmente, efetiva.Editora da PUCRS - ediPUCRS2024-01-31info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://revistaseletronicas.pucrs.br/ojs/index.php/fale/article/view/4418510.15448/1984-7726.2024.1.44185Letras de Hoje; Vol. 59 No. 1 (2024): Single Volume - Continuous flow; e44185Letras de Hoje; Vol. 59 Núm. 1 (2024): Volumen Único - Flujo continuo; e44185Letras de Hoje; v. 59 n. 1 (2024): Volume único - Fluxo contínuo; e441851984-77260101-333510.15448/1984-7726.2024.1reponame:Letras de Hoje (Online)instname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)instacron:PUC_RSporhttps://revistaseletronicas.pucrs.br/ojs/index.php/fale/article/view/44185/28449Copyright (c) 2024 Letras de Hojehttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccess da Silveira Machado, Juliana Vinícius Liessem Fontana, Marcus2024-03-12T12:59:11Zoai:ojs.revistaseletronicas.pucrs.br:article/44185Revistahttps://revistaseletronicas.pucrs.br/ojs/index.php/falePRIhttps://revistaseletronicas.pucrs.br/ojs/index.php/fale/oaieditora.periodicos@pucrs.br || letrasdehoje@pucrs.br1984-77260101-3335opendoar:2024-03-12T12:59:11Letras de Hoje (Online) - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)false |
dc.title.none.fl_str_mv |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish Taller de Juegos Electrónicos: didáctica para desarrollar la motivación y el aprendizaje en español Taller de Juegos Electrónicos: estratégia de ensino para desenvolver a motivação e a aprendizagem em espanhol |
title |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish |
spellingShingle |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish da Silveira Machado, Juliana Língua espanhola Línguas adicionais Oficina de games Jogos digitais Aprendizagem ergódica. Spanish Second language Games workshop Digital games Ergodic learning. Idioma español Idiomas adicionales Taller de juegos Juegos digitales Aprendizaje ergódico. |
title_short |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish |
title_full |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish |
title_fullStr |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish |
title_full_unstemmed |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish |
title_sort |
Electronic Games Workshop: teaching strategy to develop motivation and learning in Spanish |
author |
da Silveira Machado, Juliana |
author_facet |
da Silveira Machado, Juliana Vinícius Liessem Fontana, Marcus |
author_role |
author |
author2 |
Vinícius Liessem Fontana, Marcus |
author2_role |
author |
dc.contributor.author.fl_str_mv |
da Silveira Machado, Juliana Vinícius Liessem Fontana, Marcus |
dc.subject.por.fl_str_mv |
Língua espanhola Línguas adicionais Oficina de games Jogos digitais Aprendizagem ergódica. Spanish Second language Games workshop Digital games Ergodic learning. Idioma español Idiomas adicionales Taller de juegos Juegos digitales Aprendizaje ergódico. |
topic |
Língua espanhola Línguas adicionais Oficina de games Jogos digitais Aprendizagem ergódica. Spanish Second language Games workshop Digital games Ergodic learning. Idioma español Idiomas adicionales Taller de juegos Juegos digitales Aprendizaje ergódico. |
description |
This article presents the report and conclusions of a research carried out over about three years with the aim of providing a playful process of learning Spanish to students in the final years of Elementary School in a public school. Based on the concepts of Homo Ludens (Huizinga, 2000), ergodic learning (Leffa; Beviláqua, 2019), and considering the insertion of digital technologies in language teaching, especially videogames, as proposed by authors such as Leffa and Pinto (2014), we proposed to develop a game workshop with students so that they would learn to create their own games and could use Spanish not as an end, but as a means to build their products. To do so, we first developed a game on the Escape Factory platform, which served as a basis and inspiration for the students. This research, with a qualitative approach, was carried out under the methodological assumptions of Design-Based Research, which foresees a series of phases in the development of products with educational purposes, phases that develop in iterative cycles, which imply continuous evaluations and reformulations. From the model game and the game workshop, the students developed their own digital games in Spanish. With the notes taken in the logbook throughout the process, in addition to the questionnaires answered by the students, we can state, even if further studies are needed, that learning an additional language through the development of games can be significant, motivating, and, especially, effective. |
publishDate |
2024 |
dc.date.none.fl_str_mv |
2024-01-31 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistaseletronicas.pucrs.br/ojs/index.php/fale/article/view/44185 10.15448/1984-7726.2024.1.44185 |
url |
https://revistaseletronicas.pucrs.br/ojs/index.php/fale/article/view/44185 |
identifier_str_mv |
10.15448/1984-7726.2024.1.44185 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://revistaseletronicas.pucrs.br/ojs/index.php/fale/article/view/44185/28449 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2024 Letras de Hoje http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2024 Letras de Hoje http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Editora da PUCRS - ediPUCRS |
publisher.none.fl_str_mv |
Editora da PUCRS - ediPUCRS |
dc.source.none.fl_str_mv |
Letras de Hoje; Vol. 59 No. 1 (2024): Single Volume - Continuous flow; e44185 Letras de Hoje; Vol. 59 Núm. 1 (2024): Volumen Único - Flujo continuo; e44185 Letras de Hoje; v. 59 n. 1 (2024): Volume único - Fluxo contínuo; e44185 1984-7726 0101-3335 10.15448/1984-7726.2024.1 reponame:Letras de Hoje (Online) instname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) instacron:PUC_RS |
instname_str |
Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) |
instacron_str |
PUC_RS |
institution |
PUC_RS |
reponame_str |
Letras de Hoje (Online) |
collection |
Letras de Hoje (Online) |
repository.name.fl_str_mv |
Letras de Hoje (Online) - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) |
repository.mail.fl_str_mv |
editora.periodicos@pucrs.br || letrasdehoje@pucrs.br |
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1799128772491870208 |