The use of digital educational games in the youth and adult education
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Outros Autores: | |
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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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 |
format |
article |
status_str |
publishedVersion |
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 |
language |
por |
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 reponame:Texto livre instname:Universidade Federal de Minas Gerais (UFMG) instacron:UFMG |
instname_str |
Universidade Federal de Minas Gerais (UFMG) |
instacron_str |
UFMG |
institution |
UFMG |
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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1822183026685116416 |
dc.identifier.doi.none.fl_str_mv |
10.35699/1983-3652.2020.25572 |