Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity “Oral English — Games”
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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/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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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 |
format |
article |
status_str |
publishedVersion |
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 |
language |
por |
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 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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