Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”

Detalhes bibliográficos
Autor(a) principal: Oliveira, Vinícius Oliveira de
Data de Publicação: 2023
Outros Autores: Silva, Nathalia Lopes da
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/992
Resumo: This paper aims to discuss a gamified activitied that was developed to teach listeniing skills in English, which is called “Oral English — Games”. This activity was developed and hosted in the site ELO. In specific terms, our objective was to discuss to what extent the contributions from Videogame Literacy Studies and Game Studies could contribute to the gamification mechanics of this activity. The choice for this activity is justified by the reason that is a gamified activity that presents some content related to digital games. This characteristic makes possible the link to the areas will be discussed in the paper. As the theoretical background, authors from the fields of Game Literacy and Game Studies were discussed in order to problematize the complex processes that occur in the language learning mediated through games. As results, it was possible to conclude that the games presented in the activity directed to listening learning could have been discussed according to Literacy Studies lenses, in order to integrate the semantic dimension of games in the process of listening skills discussed on the activity.
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spelling Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games” Digital GamesListening TeachingGamificationLiteracy in Digital GamesGame StudiesDigital GamesListening TeachingGamificationLiteracy in Digital GamesGame StudiesThis paper aims to discuss a gamified activitied that was developed to teach listeniing skills in English, which is called “Oral English — Games”. This activity was developed and hosted in the site ELO. In specific terms, our objective was to discuss to what extent the contributions from Videogame Literacy Studies and Game Studies could contribute to the gamification mechanics of this activity. The choice for this activity is justified by the reason that is a gamified activity that presents some content related to digital games. This characteristic makes possible the link to the areas will be discussed in the paper. As the theoretical background, authors from the fields of Game Literacy and Game Studies were discussed in order to problematize the complex processes that occur in the language learning mediated through games. As results, it was possible to conclude that the games presented in the activity directed to listening learning could have been discussed according to Literacy Studies lenses, in order to integrate the semantic dimension of games in the process of listening skills discussed on the activity.This paper aims to discuss a gamified activitied that was developed to teach listeniing skills in English, which is called “Oral English — Games”. This activity was developed and hosted in the site ELO. In specific terms, our objective was to discuss to what extent the contributions of studies made according to Videogame Literacy Studies and Game Studies would help to contribute the gamification mechanics of this activity. The choice for this activity is justified by the reason that is a gamified activity that presents some content related to digital games. This characteristic makes possible the link to the areas will be discussed in the paper. As the theoretical background, authors from the fields of Game Literacy and Game Studies were discussed in order to problematize the complex processes that occur in the language learning mediated through games. As results, it was possible to conclude that the games presented in the activity directed to listening learning could have been discussed according to Literacy Studies lenses, in order to integrate the semantic dimension of games in the process of listening skills discussed on the activityEditora 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/99210.5281/zenodo.8301834Revista Letras Raras; Vol. 12 No. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 87-107Revista Letras Raras; Vol. 12 Núm. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 87-107Revista Letras Raras; Vol. 12 No 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 87-107Revista Letras Raras; v. 12 n. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 87-1072317-2347reponame:Revista Letras Rarasinstname:Universidade Federal de Campina Grande (UFCG)instacron:UFCGporhttps://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/992/869© 2023 Revista Letras Rarashttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessOliveira, Vinícius Oliveira de Silva, Nathalia Lopes da 2024-10-15T02:21:54Zoai:ojs2.revistas.editora.ufcg.edu.br:article/992Revistahttps://revistas.editora.ufcg.edu.br/index.php/RLRPUBhttps://revistas.editora.ufcg.edu.br/index.php/RLR/oai||letrasrarasufcg@gmail.com2317-23472317-2347opendoar:2024-10-15T02:21:54Revista Letras Raras - Universidade Federal de Campina Grande (UFCG)false
dc.title.none.fl_str_mv Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
title Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
spellingShingle Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
Oliveira, Vinícius Oliveira de
Digital Games
Listening Teaching
Gamification
Literacy in Digital Games
Game Studies
Digital Games
Listening Teaching
Gamification
Literacy in Digital Games
Game Studies
title_short Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
title_full Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
title_fullStr Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
title_full_unstemmed Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
title_sort Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
author Oliveira, Vinícius Oliveira de
author_facet Oliveira, Vinícius Oliveira de
Silva, Nathalia Lopes da
author_role author
author2 Silva, Nathalia Lopes da
author2_role author
dc.contributor.author.fl_str_mv Oliveira, Vinícius Oliveira de
Silva, Nathalia Lopes da
dc.subject.por.fl_str_mv Digital Games
Listening Teaching
Gamification
Literacy in Digital Games
Game Studies
Digital Games
Listening Teaching
Gamification
Literacy in Digital Games
Game Studies
topic Digital Games
Listening Teaching
Gamification
Literacy in Digital Games
Game Studies
Digital Games
Listening Teaching
Gamification
Literacy in Digital Games
Game Studies
description This paper aims to discuss a gamified activitied that was developed to teach listeniing skills in English, which is called “Oral English — Games”. This activity was developed and hosted in the site ELO. In specific terms, our objective was to discuss to what extent the contributions from Videogame Literacy Studies and Game Studies could contribute to the gamification mechanics of this activity. The choice for this activity is justified by the reason that is a gamified activity that presents some content related to digital games. This characteristic makes possible the link to the areas will be discussed in the paper. As the theoretical background, authors from the fields of Game Literacy and Game Studies were discussed in order to problematize the complex processes that occur in the language learning mediated through games. As results, it was possible to conclude that the games presented in the activity directed to listening learning could have been discussed according to Literacy Studies lenses, in order to integrate the semantic dimension of games in the process of listening skills discussed on the activity.
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
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dc.identifier.uri.fl_str_mv https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/992
10.5281/zenodo.8301834
url https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/992
identifier_str_mv 10.5281/zenodo.8301834
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/992/869
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; 87-107
Revista Letras Raras; Vol. 12 Núm. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 87-107
Revista Letras Raras; Vol. 12 No 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 87-107
Revista Letras Raras; v. 12 n. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 87-107
2317-2347
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instacron_str UFCG
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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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