Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context

Detalhes bibliográficos
Autor(a) principal: Silva, Mirella Mota Cavalcante da
Data de Publicação: 2022
Outros Autores: Coutinho, Irislene e Silva, Miranda, Daniele Lima
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Linguagem em Foco (Online)
Texto Completo: https://revistas.uece.br/index.php/linguagememfoco/article/view/7416
Resumo: The article aims to highlight the appropriation of foreign language (FL)  vocabulary in learning situations, such as in gamification activities and playful-interactive games. In view of language processing, we assume that  Tolexical access corresponds to the emission and production of meanings, i.e., of vocabulary and is associated with cognitive, cultural and social aspects of a language (BARBOSA, 2009). Therefore, understanding the relationship between linguistic processing and the appropriation of a new language, we point out the relevance of digital tools to motivate students to the development of the lexicon in FL. To fulfill this goal, the methodology of this study focuses on a qualitative and bibliographic survey (CRESWELL, 2010; YIN, 2016), revisiting the literature for studies that support the importance of the theme. Therefore, we selected four studies that correspond to the needs of the scope of this research. The results indicate that gamifying activities (BORGES, 2017) and the use of playful-interactive games (MARINHO; MIRANDA, 2019) in learning contexts seem to correspond to teaching strategies and lexical appropriation in FL, in order to awaken student motivation and engagement. Nevertheless, it is observed that mobile apps still need to update their designers to contextualize the application of interculturality to gamified activities. Even so, we encourage the use of these digital tools and suggest the continuity of empirical research on the theme to share and publish relevant observations to the academic community.
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spelling Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian contextProcessamento de linguagem e o acesso lexical em língua estrangeira na gamification e nos jogos lúdico-interativos: Um estudo bibliográfico no contexto brasileiroProcessamento linguísticoLíngua EstrangeiraAcesso lexicalGamificationLanguage processingForeign languageLexical accessGamificationThe article aims to highlight the appropriation of foreign language (FL)  vocabulary in learning situations, such as in gamification activities and playful-interactive games. In view of language processing, we assume that  Tolexical access corresponds to the emission and production of meanings, i.e., of vocabulary and is associated with cognitive, cultural and social aspects of a language (BARBOSA, 2009). Therefore, understanding the relationship between linguistic processing and the appropriation of a new language, we point out the relevance of digital tools to motivate students to the development of the lexicon in FL. To fulfill this goal, the methodology of this study focuses on a qualitative and bibliographic survey (CRESWELL, 2010; YIN, 2016), revisiting the literature for studies that support the importance of the theme. Therefore, we selected four studies that correspond to the needs of the scope of this research. The results indicate that gamifying activities (BORGES, 2017) and the use of playful-interactive games (MARINHO; MIRANDA, 2019) in learning contexts seem to correspond to teaching strategies and lexical appropriation in FL, in order to awaken student motivation and engagement. Nevertheless, it is observed that mobile apps still need to update their designers to contextualize the application of interculturality to gamified activities. Even so, we encourage the use of these digital tools and suggest the continuity of empirical research on the theme to share and publish relevant observations to the academic community.O objetivo desse artigo é destacar a apropriação de vocabulário em língua estrangeira (LE) em situações de aprendizagem, tais como em atividades de gamification e jogos lúdico-interativos. Tendo em vista o processamento de linguagem, partimos da perspectiva de que o acesso lexical corresponde à emissão e produção de significados, ou seja, dos vocabulários, e está associado aos aspectos cognitivos, culturais e sociais de uma língua (BARBOSA, 2009). Logo, compreendendo a relação entre o processamento linguístico e a apropriação de um novo idioma, apontamos a relevância de ferramentas digitais para motivar o alunado ao desenvolvimento do léxico em LE. Para alcançarmos esse propósito, a metodologia do trabalho enfoca um levantamento qualitativo e bibliográfico (CRESWELL, 2010; YIN, 2016), revisitando na literatura, estudos que amparem a premência da temática. Logo, selecionamos quatro artigos que melhor se encaixam às necessidades do escopo desta pesquisa. Os resultados apontam que gamificar atividades (BORGES, 2017) e utilizar jogos lúdico-interativos (MARINHO; MIRANDA, 2019), em contexto de aprendizagem, parecem corresponder às estratégias de ensino e apropriação lexical em LE, porquanto tende a despertar a motivação e o engajamento do aluno. Apesar disso, observa-se que os aplicativos móveis ainda precisam atualizar seus designers para contextualizar a aplicação de interculturalidade às atividades gamificadas. Mesmo assim, incentivamos o uso dessas ferramentas digitais e sugerimos a continuidade de ações de pesquisas empíricas acerca da temática, a fim de divulgar observações relevantes à comunidade acadêmica.EdUECE2022-03-11info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/epub+ziphttps://revistas.uece.br/index.php/linguagememfoco/article/view/741610.46230/2674-8266-13-7416Revista Linguagem em Foco; Vol. 13 No. 4 (2021): Acesso lexical, desenvolvimento do léxico e aquisição de vocabulário; 189-203Revista Linguagem em Foco; v. 13 n. 4 (2021): Acesso lexical, desenvolvimento do léxico e aquisição de vocabulário; 189-2032674-82662176-7955reponame:Revista Linguagem em Foco (Online)instname:Universidade Estadual do Ceará (UECE)instacron:UECEporhttps://revistas.uece.br/index.php/linguagememfoco/article/view/7416/6745https://revistas.uece.br/index.php/linguagememfoco/article/view/7416/6747Copyright (c) 2022 Mirella Mota Cavalcante da Silva, Irislene e Silva Coutinho, Daniele Lima Mirandahttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSilva, Mirella Mota Cavalcante daCoutinho, Irislene e SilvaMiranda, Daniele Lima2022-03-11T10:54:58Zoai:ojs.revistas.uece.br:article/7416Revistahttps://revistas.uece.br/index.php/linguagememfocoPUBhttps://revistas.uece.br/index.php/linguagememfoco/oailinguagememfoco@uece.br||2674-82662176-7955opendoar:2022-03-11T10:54:58Revista Linguagem em Foco (Online) - Universidade Estadual do Ceará (UECE)false
dc.title.none.fl_str_mv Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
Processamento de linguagem e o acesso lexical em língua estrangeira na gamification e nos jogos lúdico-interativos: Um estudo bibliográfico no contexto brasileiro
title Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
spellingShingle Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
Silva, Mirella Mota Cavalcante da
Processamento linguístico
Língua Estrangeira
Acesso lexical
Gamification
Language processing
Foreign language
Lexical access
Gamification
title_short Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
title_full Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
title_fullStr Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
title_full_unstemmed Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
title_sort Language processing and foreign language lexical access in gamification and playful-interactive games: A bibliography study in the Brazilian context
author Silva, Mirella Mota Cavalcante da
author_facet Silva, Mirella Mota Cavalcante da
Coutinho, Irislene e Silva
Miranda, Daniele Lima
author_role author
author2 Coutinho, Irislene e Silva
Miranda, Daniele Lima
author2_role author
author
dc.contributor.author.fl_str_mv Silva, Mirella Mota Cavalcante da
Coutinho, Irislene e Silva
Miranda, Daniele Lima
dc.subject.por.fl_str_mv Processamento linguístico
Língua Estrangeira
Acesso lexical
Gamification
Language processing
Foreign language
Lexical access
Gamification
topic Processamento linguístico
Língua Estrangeira
Acesso lexical
Gamification
Language processing
Foreign language
Lexical access
Gamification
description The article aims to highlight the appropriation of foreign language (FL)  vocabulary in learning situations, such as in gamification activities and playful-interactive games. In view of language processing, we assume that  Tolexical access corresponds to the emission and production of meanings, i.e., of vocabulary and is associated with cognitive, cultural and social aspects of a language (BARBOSA, 2009). Therefore, understanding the relationship between linguistic processing and the appropriation of a new language, we point out the relevance of digital tools to motivate students to the development of the lexicon in FL. To fulfill this goal, the methodology of this study focuses on a qualitative and bibliographic survey (CRESWELL, 2010; YIN, 2016), revisiting the literature for studies that support the importance of the theme. Therefore, we selected four studies that correspond to the needs of the scope of this research. The results indicate that gamifying activities (BORGES, 2017) and the use of playful-interactive games (MARINHO; MIRANDA, 2019) in learning contexts seem to correspond to teaching strategies and lexical appropriation in FL, in order to awaken student motivation and engagement. Nevertheless, it is observed that mobile apps still need to update their designers to contextualize the application of interculturality to gamified activities. Even so, we encourage the use of these digital tools and suggest the continuity of empirical research on the theme to share and publish relevant observations to the academic community.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-11
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dc.source.none.fl_str_mv Revista Linguagem em Foco; Vol. 13 No. 4 (2021): Acesso lexical, desenvolvimento do léxico e aquisição de vocabulário; 189-203
Revista Linguagem em Foco; v. 13 n. 4 (2021): Acesso lexical, desenvolvimento do léxico e aquisição de vocabulário; 189-203
2674-8266
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reponame_str Revista Linguagem em Foco (Online)
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