Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula

Detalhes bibliográficos
Autor(a) principal: Gonçalves, Andriele Bairros
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Manancial - Repositório Digital da UFSM
dARK ID: ark:/26339/00130000152v2
Texto Completo: http://repositorio.ufsm.br/handle/1/23427
Resumo: This research aimed to develop a digital game to encourage and promote the construction of knowledge, in the classroom, about the process of teaching and learning reading and writing. In this sense, it was proposed, during the Portuguese language classes, the application of the serious game, created on the Faz Game digital platform. The game had six phases: the first aimed at building knowledge about reading and writing; the second phase addressed the explanation of the textual genre short story; in the third phase, the character of the story was built; in the fourth phase, the scenario of the story was built; in the fifth phase, the first writing of the text was carried out; and, finally, in the sixth phase, the text was rewritten, based on the feedback signaled by the teacher. To support the practice, we used the studies by Fontana and Fialho (2011) on technologies in language teaching; Koch and Elias (2014, 2016) on the conceptions of reading and writing; Alves (2012) and Meira (2019) on digital games; from Vygotsky (2002) on the concept of mediation; by Engeström (2009) on Activity Theory; and Thiollent (2011) on the methodology used in this research. Thus, in this work, we sought, at all times, to mobilize the construction of learning, based on the game created, also emphasizing the importance of the role and mediation that the teacher performs in the classroom, since the game alone cannot handle learning if there is no teacher input. From the results obtained, it is possible to verify that the application of the game was fundamental for the gaps, identified as problematic in this research, to be remedied. In this way, 6th grade students managed not only to understand the importance of reading, but also to develop writing in a cohesive and coherent way. Thus, even though the tool used to create the game has some limitations, which were scored by the students during the assessment, the results achieved are positive, as well as the use of the tool for game development.
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spelling Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aulaFaz Game: the digital game as an encouraging tool for reading and writing in the classroomJogo digitalLeituraEscritaDigital gamesReadingWritingCNPQ::CIENCIAS HUMANAS::EDUCACAOThis research aimed to develop a digital game to encourage and promote the construction of knowledge, in the classroom, about the process of teaching and learning reading and writing. In this sense, it was proposed, during the Portuguese language classes, the application of the serious game, created on the Faz Game digital platform. The game had six phases: the first aimed at building knowledge about reading and writing; the second phase addressed the explanation of the textual genre short story; in the third phase, the character of the story was built; in the fourth phase, the scenario of the story was built; in the fifth phase, the first writing of the text was carried out; and, finally, in the sixth phase, the text was rewritten, based on the feedback signaled by the teacher. To support the practice, we used the studies by Fontana and Fialho (2011) on technologies in language teaching; Koch and Elias (2014, 2016) on the conceptions of reading and writing; Alves (2012) and Meira (2019) on digital games; from Vygotsky (2002) on the concept of mediation; by Engeström (2009) on Activity Theory; and Thiollent (2011) on the methodology used in this research. Thus, in this work, we sought, at all times, to mobilize the construction of learning, based on the game created, also emphasizing the importance of the role and mediation that the teacher performs in the classroom, since the game alone cannot handle learning if there is no teacher input. From the results obtained, it is possible to verify that the application of the game was fundamental for the gaps, identified as problematic in this research, to be remedied. In this way, 6th grade students managed not only to understand the importance of reading, but also to develop writing in a cohesive and coherent way. Thus, even though the tool used to create the game has some limitations, which were scored by the students during the assessment, the results achieved are positive, as well as the use of the tool for game development.Esta pesquisa teve como objetivo apresentar e analisar o desenvolvimento de um jogo digital, para incentivar e potencializar o ensino da leitura e da escrita, em sala de aula, durante as aulas de Língua Portuguesa. Nesse sentido, foi proposta, durante as aulas de Língua Portuguesa, a aplicação do jogo sério, criado na plataforma digital Faz Game. O jogo apresentou seis fases: a primeira voltada para a construção de conhecimentos sobre leitura e escrita; a segunda fase abordou a explicação do gênero textual conto; na terceira fase, foi construído o personagem da história; na quarta fase, foi construído o cenário da história; na quinta fase, foi realizada a primeira escrita do texto; e, por fim, na sexta fase, foi realizada a reescrita do texto, a partir do feedback sinalizado pela professora. Para fundamentar a prática, recorreu-se aos estudos de Fontana e Fialho (2011) sobre tecnologias no ensino de línguas; de Koch e Elias (2014, 2016) sobre as concepções de leitura e escrita; de Alves (2012) e Meira (2019) sobre jogos digitais; de Vygotsky (2002) sobre o conceito de mediação; de Engeström (2009) sobre a Teoria da Atividade. A metodologia deste trabalho trata-se de uma pesquisa de abordagem qualitativa com coleta de dados quantitativos, pesquisa-ação e DBR. Assim, neste trabalho, buscou-se, a todo o momento, mobilizar a construção da aprendizagem, a partir do jogo criado, ressaltando, também, a importância do papel e da mediação que o professor realiza em sala de aula, uma vez que o jogo sozinho não consegue dar conta da aprendizagem se não houver a inserção do professor. A partir dos resultados obtidos, é possível constatar que a aplicação do jogo foi fundamental para que as lacunas, identificadas como problemáticas desta pesquisa, fossem sanadas. Dessa forma, os estudantes do 6.º ano conseguiram não apenas compreender a importância da leitura, como também desenvolver a escrita de forma coesa e coerente. Desse modo, ainda que a ferramenta utilizada para a criação do jogo apresenta algumas limitações, as quais foram pontuadas pelos alunos durante a avaliação, são positivos os resultados alcançados, bem como a utilização da ferramenta para desenvolvimento de jogos.Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em Tecnologias Educacionais em RedeCentro de EducaçãoFontana, Marcus Vinícius Liessemhttp://lattes.cnpq.br/0148962230603842Cordenonsi, André ZankiCosta, Alan RicardoGonçalves, Andriele Bairros2021-12-28T13:56:48Z2021-12-28T13:56:48Z2021-11-09info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://repositorio.ufsm.br/handle/1/23427ark:/26339/00130000152v2porAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2021-12-29T06:03:08Zoai:repositorio.ufsm.br:1/23427Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/ONGhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.comopendoar:2021-12-29T06:03:08Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false
dc.title.none.fl_str_mv Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
Faz Game: the digital game as an encouraging tool for reading and writing in the classroom
title Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
spellingShingle Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
Gonçalves, Andriele Bairros
Jogo digital
Leitura
Escrita
Digital games
Reading
Writing
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
title_full Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
title_fullStr Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
title_full_unstemmed Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
title_sort Faz Game: o jogo digital como ferramenta incentivadora da leitura e da escrita na sala de aula
author Gonçalves, Andriele Bairros
author_facet Gonçalves, Andriele Bairros
author_role author
dc.contributor.none.fl_str_mv Fontana, Marcus Vinícius Liessem
http://lattes.cnpq.br/0148962230603842
Cordenonsi, André Zanki
Costa, Alan Ricardo
dc.contributor.author.fl_str_mv Gonçalves, Andriele Bairros
dc.subject.por.fl_str_mv Jogo digital
Leitura
Escrita
Digital games
Reading
Writing
CNPQ::CIENCIAS HUMANAS::EDUCACAO
topic Jogo digital
Leitura
Escrita
Digital games
Reading
Writing
CNPQ::CIENCIAS HUMANAS::EDUCACAO
description This research aimed to develop a digital game to encourage and promote the construction of knowledge, in the classroom, about the process of teaching and learning reading and writing. In this sense, it was proposed, during the Portuguese language classes, the application of the serious game, created on the Faz Game digital platform. The game had six phases: the first aimed at building knowledge about reading and writing; the second phase addressed the explanation of the textual genre short story; in the third phase, the character of the story was built; in the fourth phase, the scenario of the story was built; in the fifth phase, the first writing of the text was carried out; and, finally, in the sixth phase, the text was rewritten, based on the feedback signaled by the teacher. To support the practice, we used the studies by Fontana and Fialho (2011) on technologies in language teaching; Koch and Elias (2014, 2016) on the conceptions of reading and writing; Alves (2012) and Meira (2019) on digital games; from Vygotsky (2002) on the concept of mediation; by Engeström (2009) on Activity Theory; and Thiollent (2011) on the methodology used in this research. Thus, in this work, we sought, at all times, to mobilize the construction of learning, based on the game created, also emphasizing the importance of the role and mediation that the teacher performs in the classroom, since the game alone cannot handle learning if there is no teacher input. From the results obtained, it is possible to verify that the application of the game was fundamental for the gaps, identified as problematic in this research, to be remedied. In this way, 6th grade students managed not only to understand the importance of reading, but also to develop writing in a cohesive and coherent way. Thus, even though the tool used to create the game has some limitations, which were scored by the students during the assessment, the results achieved are positive, as well as the use of the tool for game development.
publishDate 2021
dc.date.none.fl_str_mv 2021-12-28T13:56:48Z
2021-12-28T13:56:48Z
2021-11-09
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://repositorio.ufsm.br/handle/1/23427
dc.identifier.dark.fl_str_mv ark:/26339/00130000152v2
url http://repositorio.ufsm.br/handle/1/23427
identifier_str_mv ark:/26339/00130000152v2
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Tecnologias Educacionais em Rede
Centro de Educação
publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Tecnologias Educacionais em Rede
Centro de Educação
dc.source.none.fl_str_mv reponame:Manancial - Repositório Digital da UFSM
instname:Universidade Federal de Santa Maria (UFSM)
instacron:UFSM
instname_str Universidade Federal de Santa Maria (UFSM)
instacron_str UFSM
institution UFSM
reponame_str Manancial - Repositório Digital da UFSM
collection Manancial - Repositório Digital da UFSM
repository.name.fl_str_mv Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)
repository.mail.fl_str_mv atendimento.sib@ufsm.br||tedebc@gmail.com
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