Digital applications and games in school literacy process

Detalhes bibliográficos
Autor(a) principal: Lemos, Adriana Falqueto
Data de Publicação: 2023
Outros Autores: Vilela, Janaína Franciele do Couto, Couto, Tiele Pereira do
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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spelling 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)
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