Digital applications and games in school literacy process
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista Letras Raras |
Texto Completo: | https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/991 |
Resumo: | This study deals with the use of existing educational digital apps and games that were designed to be worked on in the literacy process, with regard to BNCC-related skills. The objective is to investigate how these digital technological tools can help teachers in the literacy process of students in a playful way. For this, a bibliographic research with a qualitative approach was used, - with methodology support by Lemos (2020), based on the literature review on the research topic and the analysis of four games, Aprenda ler a escrever - Aprenda o alfabeto, Graphogame, Forma palavra and Palavra secreta. As a result, it can be said that the use of various applications and digital games is of great importance to help the teacher, since it generates appropriate pedagogical resources with the capacity to expand the forms of teaching and learning in an innovative way, increasing motivation, interaction, attention, positively stimulating students’ reading and writing in the literacy process. |
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Digital applications and games in school literacy processDigital applications and games in school literacy processDigital gamesEducational technologyLiteracyGraphogameThis study deals with the use of existing educational digital apps and games that were designed to be worked on in the literacy process, with regard to BNCC-related skills. The objective is to investigate how these digital technological tools can help teachers in the literacy process of students in a playful way. For this, a bibliographic research with a qualitative approach was used, - with methodology support by Lemos (2020), based on the literature review on the research topic and the analysis of four games, Aprenda ler a escrever - Aprenda o alfabeto, Graphogame, Forma palavra and Palavra secreta. As a result, it can be said that the use of various applications and digital games is of great importance to help the teacher, since it generates appropriate pedagogical resources with the capacity to expand the forms of teaching and learning in an innovative way, increasing motivation, interaction, attention, positively stimulating students’ reading and writing in the literacy process.This study deals with the use of existing educational digital apps and games that were designed to be worked on in the literacy process, with regard to BNCC-related skills. The objective is to investigate how these digital technological tools can help teachers in the literacy process of students in a playful way. For this, a bibliographic research with a qualitative approach was used, - with methodology support by Lemos (2020), based on the literature review on the research topic and the analysis of four games, Aprenda ler a escrever - Aprenda o alfabeto, Graphogame, Forma palavra and Palavra secreta. As a result, it can be said that the use of various applications and digital games is of great importance to help the teacher, since it generates appropriate pedagogical resources with the capacity to expand the forms of teaching and learning in an innovative way, increasing motivation, interaction, attention, positively stimulating students’ reading and writing in the literacy process.Editora Universitaria da UFCG2023-08-31info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionArtigo avaliado pelos paresapplication/pdfhttps://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/99110.5281/zenodo.8301704Revista Letras Raras; Vol. 12 No. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-86Revista Letras Raras; Vol. 12 Núm. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-86Revista Letras Raras; Vol. 12 No 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-86Revista Letras Raras; v. 12 n. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-862317-2347reponame:Revista Letras Rarasinstname:Universidade Federal de Campina Grande (UFCG)instacron:UFCGporhttps://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/991/867© 2023 Revista Letras Rarashttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessLemos, Adriana Falqueto Vilela, Janaína Franciele do Couto Couto, Tiele Pereira do 2023-11-18T00:36:58Zoai:ojs2.revistas.editora.ufcg.edu.br:article/991Revistahttps://revistas.editora.ufcg.edu.br/index.php/RLRPUBhttps://revistas.editora.ufcg.edu.br/index.php/RLR/oai||letrasrarasufcg@gmail.com2317-23472317-2347opendoar:2023-11-18T00:36:58Revista Letras Raras - Universidade Federal de Campina Grande (UFCG)false |
dc.title.none.fl_str_mv |
Digital applications and games in school literacy process Digital applications and games in school literacy process |
title |
Digital applications and games in school literacy process |
spellingShingle |
Digital applications and games in school literacy process Lemos, Adriana Falqueto Digital games Educational technology Literacy Graphogame |
title_short |
Digital applications and games in school literacy process |
title_full |
Digital applications and games in school literacy process |
title_fullStr |
Digital applications and games in school literacy process |
title_full_unstemmed |
Digital applications and games in school literacy process |
title_sort |
Digital applications and games in school literacy process |
author |
Lemos, Adriana Falqueto |
author_facet |
Lemos, Adriana Falqueto Vilela, Janaína Franciele do Couto Couto, Tiele Pereira do |
author_role |
author |
author2 |
Vilela, Janaína Franciele do Couto Couto, Tiele Pereira do |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Lemos, Adriana Falqueto Vilela, Janaína Franciele do Couto Couto, Tiele Pereira do |
dc.subject.por.fl_str_mv |
Digital games Educational technology Literacy Graphogame |
topic |
Digital games Educational technology Literacy Graphogame |
description |
This study deals with the use of existing educational digital apps and games that were designed to be worked on in the literacy process, with regard to BNCC-related skills. The objective is to investigate how these digital technological tools can help teachers in the literacy process of students in a playful way. For this, a bibliographic research with a qualitative approach was used, - with methodology support by Lemos (2020), based on the literature review on the research topic and the analysis of four games, Aprenda ler a escrever - Aprenda o alfabeto, Graphogame, Forma palavra and Palavra secreta. As a result, it can be said that the use of various applications and digital games is of great importance to help the teacher, since it generates appropriate pedagogical resources with the capacity to expand the forms of teaching and learning in an innovative way, increasing motivation, interaction, attention, positively stimulating students’ reading and writing in the literacy process. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-08-31 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion Artigo avaliado pelos pares |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/991 10.5281/zenodo.8301704 |
url |
https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/991 |
identifier_str_mv |
10.5281/zenodo.8301704 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/991/867 |
dc.rights.driver.fl_str_mv |
© 2023 Revista Letras Raras https://creativecommons.org/licenses/by-nc/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
© 2023 Revista Letras Raras https://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 |
Editora Universitaria da UFCG |
publisher.none.fl_str_mv |
Editora Universitaria da UFCG |
dc.source.none.fl_str_mv |
Revista Letras Raras; Vol. 12 No. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-86 Revista Letras Raras; Vol. 12 Núm. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-86 Revista Letras Raras; Vol. 12 No 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-86 Revista Letras Raras; v. 12 n. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 71-86 2317-2347 reponame:Revista Letras Raras instname:Universidade Federal de Campina Grande (UFCG) instacron:UFCG |
instname_str |
Universidade Federal de Campina Grande (UFCG) |
instacron_str |
UFCG |
institution |
UFCG |
reponame_str |
Revista Letras Raras |
collection |
Revista Letras Raras |
repository.name.fl_str_mv |
Revista Letras Raras - Universidade Federal de Campina Grande (UFCG) |
repository.mail.fl_str_mv |
||letrasrarasufcg@gmail.com |
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1799319782130974720 |