The use of digital educational games in the youth and adult education

Detalhes bibliográficos
Autor(a) principal: Pinheiro, Regina Claudia
Data de Publicação: 2020
Outros Autores: Oliveira, José Rogério de
Tipo de documento: Artigo
Idioma: por
Título da fonte: Texto livre
DOI: 10.35699/1983-3652.2020.25572
Texto Completo: https://periodicos.ufmg.br/index.php/textolivre/article/view/25572
Resumo: Digital educational games have been important tools for the learning of different contents, however, in the Youth and Adult Education (EJA), a modality lacking didactic material, these resources have not been widely used, as educational games created for this audience are scarce. It is believed that this lack of usage is due to the fact that these resources are thought to be more attractive to children. Considering the above, for this article, a digital educational game was created in order to explore its potential in EJA and to investigate if it contributes to learning through literacy practices. As a theoretical contribution, this article is based mainly on: Prensky (2001), Savi and Ulbricht (2008) and Pinheiro, Lima e Araújo (2020) on the benefits of educational digital games for learning; Freire (2018; 1987), on the individual's awareness and contextualized learning; Soares (2004), Kleiman (2007), Catelli Jr. (2014) and Pinheiro (2018) on literacies. Therefore, after the development of the digital game Xote da Preservação, which addresses environmental issues, it was applied in a class of young adults and adults and, through the observation of this practice and interviews, their considerations regarding the proposed activity were analyzed. As a result, it was found that the object of this research showed great potential for literacy and students’ awareness and, although this study identifies that the practices aided by technologies are not recurrent with the participating public, the game stimulated the interest of all those involved, who were glad to play it.
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spelling The use of digital educational games in the youth and adult educationA utilização de jogos digitais educacionais na educação de jovens e adultosJogos digitais educacionaisEducação de jovens e adultosTecnologias digitaisDigital educational gamesYouth and Adult EducationDigital TechnologiesDigital educational games have been important tools for the learning of different contents, however, in the Youth and Adult Education (EJA), a modality lacking didactic material, these resources have not been widely used, as educational games created for this audience are scarce. It is believed that this lack of usage is due to the fact that these resources are thought to be more attractive to children. Considering the above, for this article, a digital educational game was created in order to explore its potential in EJA and to investigate if it contributes to learning through literacy practices. As a theoretical contribution, this article is based mainly on: Prensky (2001), Savi and Ulbricht (2008) and Pinheiro, Lima e Araújo (2020) on the benefits of educational digital games for learning; Freire (2018; 1987), on the individual's awareness and contextualized learning; Soares (2004), Kleiman (2007), Catelli Jr. (2014) and Pinheiro (2018) on literacies. Therefore, after the development of the digital game Xote da Preservação, which addresses environmental issues, it was applied in a class of young adults and adults and, through the observation of this practice and interviews, their considerations regarding the proposed activity were analyzed. As a result, it was found that the object of this research showed great potential for literacy and students’ awareness and, although this study identifies that the practices aided by technologies are not recurrent with the participating public, the game stimulated the interest of all those involved, who were glad to play it.Os jogos educacionais digitais têm sido importantes ferramentas para a aprendizagem de diversos conteúdos. No entanto, na Educação de Jovens e Adultos (EJA), modalidade carente de material didático, esses recursos não têm sido muito utilizados, pois são escassos os jogos educacionais criados para este público. Acreditamos que uma das razões para esta carência seja o fato de se pensar que esses recursos são mais atrativos para crianças. Considerando o exposto, para este artigo, construímos um jogo educacional digital, a fim de explorar o seu potencial na EJA, com vistas a investigar se este contribui para a aprendizagem, por meio de práticas de letramentos. Como contribuição teórica, este artigo baseia-se, principalmente, em: Prensky (2001), Savi e Ulbricht (2008) e Pinheiro, Lima e Araújo (2020), sobre os benefícios dos jogos digitais educacionais para a aprendizagem; Freire (2018; 1987), sobre a conscientização do indivíduo e a aprendizagem contextualizada; Soares (2004), Kleiman (2007), Catelli Jr. (2014) e Pinheiro (2018) sobre letramentos. Dessa forma, após o desenvolvimento do jogo digital Xote da Preservação, que aborda questões ambientais, este foi aplicado em uma turma de jovens e adultos e buscamos, a partir da observação desta prática e de entrevistas, analisar suas considerações a respeito da atividade proposta. Como resultados, verificamos que o objeto desta investigação demonstrou grande potencial para alfabetização e conscientização dos alunos e, apesar de esta pesquisa identificar que as práticas auxiliadas pelas tecnologias não são recorrentes com o público-participante, o jogo despertou o interesse de todos os envolvidos, que se mostraram satisfeitos em jogá-lo.  Universidade Federal de Minas Gerais2020-09-29info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufmg.br/index.php/textolivre/article/view/2557210.35699/1983-3652.2020.25572Texto Livre; Vol. 13 No. 3 (2020): Thematic dossier: Learning technologies; 200-223Texto Livre; Vol. 13 Núm. 3 (2020): Dossier temático: Tecnologías del aprendizaje; 200-223Texto Livre; Vol. 13 No 3 (2020): Dossier thématique: technologies d'apprentissage; 200-223Texto Livre; v. 13 n. 3 (2020): Dossiê temático: Tecnologias da aprendizagem; 200-2231983-3652reponame:Texto livreinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGporhttps://periodicos.ufmg.br/index.php/textolivre/article/view/25572/19954https://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessPinheiro, Regina Claudia Oliveira, José Rogério de 2020-12-26T22:51:40Zoai:periodicos.ufmg.br:article/25572Revistahttp://www.periodicos.letras.ufmg.br/index.php/textolivrePUBhttps://periodicos.ufmg.br/index.php/textolivre/oairevistatextolivre@letras.ufmg.br1983-36521983-3652opendoar:2020-12-26T22:51:40Texto livre - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv The use of digital educational games in the youth and adult education
A utilização de jogos digitais educacionais na educação de jovens e adultos
title The use of digital educational games in the youth and adult education
spellingShingle The use of digital educational games in the youth and adult education
The use of digital educational games in the youth and adult education
Pinheiro, Regina Claudia
Jogos digitais educacionais
Educação de jovens e adultos
Tecnologias digitais
Digital educational games
Youth and Adult Education
Digital Technologies
Pinheiro, Regina Claudia
Jogos digitais educacionais
Educação de jovens e adultos
Tecnologias digitais
Digital educational games
Youth and Adult Education
Digital Technologies
title_short The use of digital educational games in the youth and adult education
title_full The use of digital educational games in the youth and adult education
title_fullStr The use of digital educational games in the youth and adult education
The use of digital educational games in the youth and adult education
title_full_unstemmed The use of digital educational games in the youth and adult education
The use of digital educational games in the youth and adult education
title_sort The use of digital educational games in the youth and adult education
author Pinheiro, Regina Claudia
author_facet Pinheiro, Regina Claudia
Pinheiro, Regina Claudia
Oliveira, José Rogério de
Oliveira, José Rogério de
author_role author
author2 Oliveira, José Rogério de
author2_role author
dc.contributor.author.fl_str_mv Pinheiro, Regina Claudia
Oliveira, José Rogério de
dc.subject.por.fl_str_mv Jogos digitais educacionais
Educação de jovens e adultos
Tecnologias digitais
Digital educational games
Youth and Adult Education
Digital Technologies
topic Jogos digitais educacionais
Educação de jovens e adultos
Tecnologias digitais
Digital educational games
Youth and Adult Education
Digital Technologies
description Digital educational games have been important tools for the learning of different contents, however, in the Youth and Adult Education (EJA), a modality lacking didactic material, these resources have not been widely used, as educational games created for this audience are scarce. It is believed that this lack of usage is due to the fact that these resources are thought to be more attractive to children. Considering the above, for this article, a digital educational game was created in order to explore its potential in EJA and to investigate if it contributes to learning through literacy practices. As a theoretical contribution, this article is based mainly on: Prensky (2001), Savi and Ulbricht (2008) and Pinheiro, Lima e Araújo (2020) on the benefits of educational digital games for learning; Freire (2018; 1987), on the individual's awareness and contextualized learning; Soares (2004), Kleiman (2007), Catelli Jr. (2014) and Pinheiro (2018) on literacies. Therefore, after the development of the digital game Xote da Preservação, which addresses environmental issues, it was applied in a class of young adults and adults and, through the observation of this practice and interviews, their considerations regarding the proposed activity were analyzed. As a result, it was found that the object of this research showed great potential for literacy and students’ awareness and, although this study identifies that the practices aided by technologies are not recurrent with the participating public, the game stimulated the interest of all those involved, who were glad to play it.
publishDate 2020
dc.date.none.fl_str_mv 2020-09-29
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv https://periodicos.ufmg.br/index.php/textolivre/article/view/25572
10.35699/1983-3652.2020.25572
url https://periodicos.ufmg.br/index.php/textolivre/article/view/25572
identifier_str_mv 10.35699/1983-3652.2020.25572
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://periodicos.ufmg.br/index.php/textolivre/article/view/25572/19954
dc.rights.driver.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Minas Gerais
publisher.none.fl_str_mv Universidade Federal de Minas Gerais
dc.source.none.fl_str_mv Texto Livre; Vol. 13 No. 3 (2020): Thematic dossier: Learning technologies; 200-223
Texto Livre; Vol. 13 Núm. 3 (2020): Dossier temático: Tecnologías del aprendizaje; 200-223
Texto Livre; Vol. 13 No 3 (2020): Dossier thématique: technologies d'apprentissage; 200-223
Texto Livre; v. 13 n. 3 (2020): Dossiê temático: Tecnologias da aprendizagem; 200-223
1983-3652
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reponame_str Texto livre
collection Texto livre
repository.name.fl_str_mv Texto livre - Universidade Federal de Minas Gerais (UFMG)
repository.mail.fl_str_mv revistatextolivre@letras.ufmg.br
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dc.identifier.doi.none.fl_str_mv 10.35699/1983-3652.2020.25572