Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais

Detalhes bibliográficos
Autor(a) principal: Centenaro, Franciele Knebel
Data de Publicação: 2016
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Manancial - Repositório Digital da UFSM
Texto Completo: http://repositorio.ufsm.br/handle/1/10683
Resumo: The use of technology in the classroom has constantly challenged students and teachers (KENSKI, 2005), it happens because in this context there is a new generation of students who are capable to use technologies (BARBOSA, 2010), that is, they use and manage digital technologies like computers, smartphones and videogames. In this sense, teaching materials do not always call the attention of these young students, and learning in a traditional way can demotivate them, since emerging technologies attract much more their attention (REIS, 2015). Therefore, considering the paradigm schools are facing nowadays and from the need as English language teacher understand how the use of digital games can be explored in languages learning classes, we investigate digital learning games based on the learning principles proposed by Gee (2005) and designed a pedagogical proposal focused in the concept of language teaching approach developed by Almeida Filho (2002), the Digital Teaching Material Cycle (REIS; GOMES, 2014), the genre and multiliteracies pedagogy principles (ROSE; MARTIN, 2012; COPE; KALANTZIS, 2015) and the Game Activity Design Framework suggested by Reinhardt (2011 apud SYKES, 2013). In this way, an action research was applied in the research line of Educational Technology Management Network, at the professional master's program in Educational Technology Network, with foreign language students in regular classroom at English Language course. The corpora was collected by teaching participant observation and by the implemented instruments, such as diagnostic and assessment questionnaires, filming and activities developed at Virtual Learning Environment. The results show as a final product, a pedagogical approach that uses digital learning games in language teaching to enhance the learning of vocabularies, the improvement of the English language skills and the practice of multiliteracies, which is named Language Teaching through Digital Learning Games cycle, that includes seven stages (Context analysis; Game analysis; Planning activities; Game practice; Practice in group; Activities practice; and Accountability). We believe that from this approach, language teachers can promote their practice by the use of digital learning games in schools, developing a contemporary education that matches to the today student's interests.
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spelling 2016-11-282016-11-282016-09-26CENTENARO, Franciele Knebel. FRAMEWORK FOR TEACHING ENGLISH BY USING DIGITAL GAMES. 2016. 179 f. Dissertação (Mestrado em Educação) - Universidade Federal de Santa Maria, Santa Maria, 2016.http://repositorio.ufsm.br/handle/1/10683The use of technology in the classroom has constantly challenged students and teachers (KENSKI, 2005), it happens because in this context there is a new generation of students who are capable to use technologies (BARBOSA, 2010), that is, they use and manage digital technologies like computers, smartphones and videogames. In this sense, teaching materials do not always call the attention of these young students, and learning in a traditional way can demotivate them, since emerging technologies attract much more their attention (REIS, 2015). Therefore, considering the paradigm schools are facing nowadays and from the need as English language teacher understand how the use of digital games can be explored in languages learning classes, we investigate digital learning games based on the learning principles proposed by Gee (2005) and designed a pedagogical proposal focused in the concept of language teaching approach developed by Almeida Filho (2002), the Digital Teaching Material Cycle (REIS; GOMES, 2014), the genre and multiliteracies pedagogy principles (ROSE; MARTIN, 2012; COPE; KALANTZIS, 2015) and the Game Activity Design Framework suggested by Reinhardt (2011 apud SYKES, 2013). In this way, an action research was applied in the research line of Educational Technology Management Network, at the professional master's program in Educational Technology Network, with foreign language students in regular classroom at English Language course. The corpora was collected by teaching participant observation and by the implemented instruments, such as diagnostic and assessment questionnaires, filming and activities developed at Virtual Learning Environment. The results show as a final product, a pedagogical approach that uses digital learning games in language teaching to enhance the learning of vocabularies, the improvement of the English language skills and the practice of multiliteracies, which is named Language Teaching through Digital Learning Games cycle, that includes seven stages (Context analysis; Game analysis; Planning activities; Game practice; Practice in group; Activities practice; and Accountability). We believe that from this approach, language teachers can promote their practice by the use of digital learning games in schools, developing a contemporary education that matches to the today student's interests.O uso de tecnologias em sala de aula tem desafiado constantemente alunos e professores (KENSKI, 2005), haja vista que nesse contexto, há uma nova geração de alunos que já domina os parâmetros tecnológicos (BARBOSA, 2010), isto é, usa e gerencia efetivamente tecnologias digitais, tais como computador, celulares e vídeo games a seu favor. Nesse sentido, materiais didáticos nem sempre chamam a atenção desses jovens alunos, sendo a aprendizagem por meio desses, muitas vezes, desmotivadora, já que tecnologias emergentes atraem muito mais a atenção dos alunos (REIS, 2015). Dessa forma, considerando a mudança de paradigmas que a escola está vivendo e, a partir da necessidade de como professora de Língua Inglesa compreender como o uso dos jogos digitais pode ser explorado no ensino e na aprendizagem de línguas, investigamos jogos digitais educacionais com base nos princípios de aprendizagem elaborados por Gee (2005) e elaboramos uma proposta pedagógica orientada na concepção de abordagem de ensino de línguas proposta por Almeida Filho (2002), no ciclo de produção de material didático digital (REIS; GOMES, 2014), nos princípios da pedagogia de gêneros e multiletramentos (ROSE; MARTIN, 2012; COPE; KALANTZIS, 2015) e no design de atividades, utilizando jogos, sugerido por Reinhardt (2011 apud SYKES, 2013). Assim, a presente investigação foi uma pesquisa-ação desenvolvida na linha de pesquisa em gestão de Tecnologias Educacionais em Rede, no programa de mestrado profissional em Tecnologias Educacionais em Rede, a qual foi realizada com alunos de língua estrangeira, no contexto universitário, em disciplina regular do curso de Letras-Inglês. Os dados foram coletados por meio de observação-participante por parte da professora-pesquisadora e da aplicação de instrumentos tais como questionários de diagnóstico e avaliação, filmagens e atividade em Ambiente Virtual de Aprendizagem. Os resultados apontam como produto final uma proposta pedagógica que corrobora com o uso de jogos digitais educacionais no ensino de línguas para potencializar a aprendizagem de vocabulários e o aperfeiçoamento da Língua Inglesa, bem como a prática de multiletramentos dos alunos, a qual denominamos como ciclo de Ensino de Línguas com Jogos Digitais Educacionais, que contempla sete etapas (Análise do contexto; Analise do jogo; Planejamento das atividades; Prática em jogo; Prática em conjunto; Prática de atividades; e Avaliação). Acreditamos que a partir dessa proposta, professores de línguas poderão favorecer sua prática pedagógica ao inserir jogos digitais educacionais em contexto escolar, desenvolvendo assim um ensino contemporâneo que condiz com a realidade do aluno de hoje.application/pdfporUniversidade Federal de Santa MariaPrograma de Pós-Graduação em Tecnologias Educacionais em RedeUFSMBREducaçãoEnsino de língua inglesaJogos digitais educacionaisTecnologiasMultiletramentosEnglish language teachingDigital learning gamesTechnologiesMultiliteraciesCNPQ::CIENCIAS HUMANAS::EDUCACAOInvestigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitaisFramework for teaching english by using digital gamesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisReis, Susana Cristina doshttp://lattes.cnpq.br/3804571013104935Bernardi, Gilianehttp://lattes.cnpq.br/8988734339185408Fraga, Dinora Moraes dehttp://lattes.cnpq.br/2667993955051940http://lattes.cnpq.br/4313798046513217Centenaro, Franciele Knebel7008000000064003003005005002b2f4116-4fe7-439e-af6c-6e19cc913d7fb3b302f0-4246-4b84-a913-ad80303936de020a264d-8d82-4b87-9b51-9fea70b7c4b13cd76448-fb79-4eef-964a-72648182483cinfo:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSMORIGINALCENTENARO, FRANCIELE KNEBEL.pdfapplication/pdf9931387http://repositorio.ufsm.br/bitstream/1/10683/1/CENTENARO%2c%20FRANCIELE%20KNEBEL.pdf662177e90b6246f9fb2b81a4efed51c1MD51TEXTCENTENARO, FRANCIELE KNEBEL.pdf.txtCENTENARO, FRANCIELE KNEBEL.pdf.txtExtracted texttext/plain232615http://repositorio.ufsm.br/bitstream/1/10683/2/CENTENARO%2c%20FRANCIELE%20KNEBEL.pdf.txt883eb619e5813e70e7e1b10acd52bcf0MD52THUMBNAILCENTENARO, FRANCIELE KNEBEL.pdf.jpgCENTENARO, FRANCIELE KNEBEL.pdf.jpgIM Thumbnailimage/jpeg4584http://repositorio.ufsm.br/bitstream/1/10683/3/CENTENARO%2c%20FRANCIELE%20KNEBEL.pdf.jpg1aefbb4c0a96a8dab8ad0734bc06e978MD531/106832021-10-26 10:24:37.237oai:repositorio.ufsm.br:1/10683Repositório Institucionalhttp://repositorio.ufsm.br/PUBhttp://repositorio.ufsm.br/oai/requestopendoar:39132021-10-26T13:24:37Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false
dc.title.por.fl_str_mv Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
dc.title.alternative.eng.fl_str_mv Framework for teaching english by using digital games
title Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
spellingShingle Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
Centenaro, Franciele Knebel
Ensino de língua inglesa
Jogos digitais educacionais
Tecnologias
Multiletramentos
English language teaching
Digital learning games
Technologies
Multiliteracies
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
title_full Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
title_fullStr Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
title_full_unstemmed Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
title_sort Investigação de uma abordagem pedagógica para o ensino de língua inglesa por meio de jogos digitais
author Centenaro, Franciele Knebel
author_facet Centenaro, Franciele Knebel
author_role author
dc.contributor.advisor1.fl_str_mv Reis, Susana Cristina dos
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/3804571013104935
dc.contributor.referee1.fl_str_mv Bernardi, Giliane
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/8988734339185408
dc.contributor.referee2.fl_str_mv Fraga, Dinora Moraes de
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/2667993955051940
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/4313798046513217
dc.contributor.author.fl_str_mv Centenaro, Franciele Knebel
contributor_str_mv Reis, Susana Cristina dos
Bernardi, Giliane
Fraga, Dinora Moraes de
dc.subject.por.fl_str_mv Ensino de língua inglesa
Jogos digitais educacionais
Tecnologias
Multiletramentos
topic Ensino de língua inglesa
Jogos digitais educacionais
Tecnologias
Multiletramentos
English language teaching
Digital learning games
Technologies
Multiliteracies
CNPQ::CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv English language teaching
Digital learning games
Technologies
Multiliteracies
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::EDUCACAO
description The use of technology in the classroom has constantly challenged students and teachers (KENSKI, 2005), it happens because in this context there is a new generation of students who are capable to use technologies (BARBOSA, 2010), that is, they use and manage digital technologies like computers, smartphones and videogames. In this sense, teaching materials do not always call the attention of these young students, and learning in a traditional way can demotivate them, since emerging technologies attract much more their attention (REIS, 2015). Therefore, considering the paradigm schools are facing nowadays and from the need as English language teacher understand how the use of digital games can be explored in languages learning classes, we investigate digital learning games based on the learning principles proposed by Gee (2005) and designed a pedagogical proposal focused in the concept of language teaching approach developed by Almeida Filho (2002), the Digital Teaching Material Cycle (REIS; GOMES, 2014), the genre and multiliteracies pedagogy principles (ROSE; MARTIN, 2012; COPE; KALANTZIS, 2015) and the Game Activity Design Framework suggested by Reinhardt (2011 apud SYKES, 2013). In this way, an action research was applied in the research line of Educational Technology Management Network, at the professional master's program in Educational Technology Network, with foreign language students in regular classroom at English Language course. The corpora was collected by teaching participant observation and by the implemented instruments, such as diagnostic and assessment questionnaires, filming and activities developed at Virtual Learning Environment. The results show as a final product, a pedagogical approach that uses digital learning games in language teaching to enhance the learning of vocabularies, the improvement of the English language skills and the practice of multiliteracies, which is named Language Teaching through Digital Learning Games cycle, that includes seven stages (Context analysis; Game analysis; Planning activities; Game practice; Practice in group; Activities practice; and Accountability). We believe that from this approach, language teachers can promote their practice by the use of digital learning games in schools, developing a contemporary education that matches to the today student's interests.
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