Digital games for literacy: evaluating and reconfiguring the game “Sea Battle”
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Data de Publicação: | 2018 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Domínios de Lingu@gem |
Texto Completo: | https://seer.ufu.br/index.php/dominiosdelinguagem/article/view/38614 |
Resumo: | In this article, we propose to evaluate and reconfigure the digital game "Sea Battle" and to verify if and how it can be used as a proper instrument for the development of reading abilities for students of the Elementary School. This game was built in a research project called "School Practices for the Development of Digital Literacy - PREDLED". One of the objectives is to create games and activities that contribute to broaden the reading and writing abilities of students of Elementary Education. This study is characterized by a qualitative and quantitative analysis approach. The main references are: Ferreiro (1995), Santos (1997), Tarouco, Roland, Fabre and Konrath (2004), Soares and Batista (2005), Ribeiro and Coscarelli (2009), Pery, Cardoso and Nunes (2010), Prensky (2012) and Luckesi (2014). For the data collect, the digital game "Sea Battle" was made available in social networks in order to be played and evaluated (through a poll with questions about instructions, feedback, contextualization, reading, playability, possibilities and challenges). The results showed that "Sea Battle" is a good game to increase the process of reading for students, which can bring benefits to children's literacy. Some inconsistencies were found and were reconfigured later. |
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Digital games for literacy: evaluating and reconfiguring the game “Sea Battle”Jogos digitais para alfabetização: avaliando e reconfigurando o jogo “Batalha Naval”Jogos digitaisAtividades lúdicasLeituraDigital gamesPlayful activitiesReadingIn this article, we propose to evaluate and reconfigure the digital game "Sea Battle" and to verify if and how it can be used as a proper instrument for the development of reading abilities for students of the Elementary School. This game was built in a research project called "School Practices for the Development of Digital Literacy - PREDLED". One of the objectives is to create games and activities that contribute to broaden the reading and writing abilities of students of Elementary Education. This study is characterized by a qualitative and quantitative analysis approach. The main references are: Ferreiro (1995), Santos (1997), Tarouco, Roland, Fabre and Konrath (2004), Soares and Batista (2005), Ribeiro and Coscarelli (2009), Pery, Cardoso and Nunes (2010), Prensky (2012) and Luckesi (2014). For the data collect, the digital game "Sea Battle" was made available in social networks in order to be played and evaluated (through a poll with questions about instructions, feedback, contextualization, reading, playability, possibilities and challenges). The results showed that "Sea Battle" is a good game to increase the process of reading for students, which can bring benefits to children's literacy. Some inconsistencies were found and were reconfigured later.Neste artigo, propomo-nos a avaliar e reconfigurar o jogo digital “Batalha Naval” e verificar se e como ele se constitui como um instrumento propício para o desenvolvimento da leitura de alunos do Ensino Fundamental I. O referido jogo foi construído no projeto de pesquisa “Práticas Escolares para o Desenvolvimento do Letramento Digital - PREDLED”, que tem como um dos objetivos criar jogos e atividades que contribuam para a ampliação da leitura e da escrita de alunos da Educação Básica. Esta pesquisa caracteriza-se por ter uma abordagem de análise qualitativa e quantitativa, tendo como referências principais os autores Ferreiro (1995), Santos (1997), Tarouco, Roland, Fabre e Konrath (2004), Soares e Batista (2005), Ribeiro e Coscarelli (2009), Pery, Cardoso e Nunes (2010), Prensky (2012) e Luckesi (2014). Para a coleta de dados, utilizamos o jogo digital “Batalha Naval”, expondo-o nas redes sociais para ser jogado e avaliado através de uma enquete que continha perguntas relacionadas a instruções, feedback, funcionalidade, contextualização, leitura, ludicidade, possibilidades e desafios. Os resultados mostraram que o “Batalha Naval” é um jogo propício para ampliação do processo de leitura de alunos, podendo trazer benefícios para a alfabetização de crianças, no entanto, possuía algumas incoerências que foram reconfiguradas.PP/UFU2018-04-05info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://seer.ufu.br/index.php/dominiosdelinguagem/article/view/3861410.14393/DL33-v12n1a2018-23Domínios de Lingu@gem; Vol. 12 No. 1 (2018): Número atemático; 653-680Domínios de Lingu@gem; Vol. 12 Núm. 1 (2018): Número atemático; 653-680Domínios de Lingu@gem; v. 12 n. 1 (2018): Número atemático; 653-6801980-5799reponame:Domínios de Lingu@geminstname:Universidade Federal de Uberlândia (UFU)instacron:UFUporhttps://seer.ufu.br/index.php/dominiosdelinguagem/article/view/38614/21982Copyright (c) 2018 Regina Cláudia Pinheiro, Graça Rosane Mendes Cavalcante, Nícolas Oliveira Amoriminfo:eu-repo/semantics/openAccessPinheiro, Regina CláudiaCavalcante, Graça Rosane MendesAmorim, Nícolas Oliveira2019-05-28T16:53:19Zoai:ojs.www.seer.ufu.br:article/38614Revistahttps://seer.ufu.br/index.php/dominiosdelinguagemPUBhttps://seer.ufu.br/index.php/dominiosdelinguagem/oairevistadominios@ileel.ufu.br||1980-57991980-5799opendoar:2019-05-28T16:53:19Domínios de Lingu@gem - Universidade Federal de Uberlândia (UFU)false |
dc.title.none.fl_str_mv |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” Jogos digitais para alfabetização: avaliando e reconfigurando o jogo “Batalha Naval” |
title |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” |
spellingShingle |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” Pinheiro, Regina Cláudia Jogos digitais Atividades lúdicas Leitura Digital games Playful activities Reading |
title_short |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” |
title_full |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” |
title_fullStr |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” |
title_full_unstemmed |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” |
title_sort |
Digital games for literacy: evaluating and reconfiguring the game “Sea Battle” |
author |
Pinheiro, Regina Cláudia |
author_facet |
Pinheiro, Regina Cláudia Cavalcante, Graça Rosane Mendes Amorim, Nícolas Oliveira |
author_role |
author |
author2 |
Cavalcante, Graça Rosane Mendes Amorim, Nícolas Oliveira |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Pinheiro, Regina Cláudia Cavalcante, Graça Rosane Mendes Amorim, Nícolas Oliveira |
dc.subject.por.fl_str_mv |
Jogos digitais Atividades lúdicas Leitura Digital games Playful activities Reading |
topic |
Jogos digitais Atividades lúdicas Leitura Digital games Playful activities Reading |
description |
In this article, we propose to evaluate and reconfigure the digital game "Sea Battle" and to verify if and how it can be used as a proper instrument for the development of reading abilities for students of the Elementary School. This game was built in a research project called "School Practices for the Development of Digital Literacy - PREDLED". One of the objectives is to create games and activities that contribute to broaden the reading and writing abilities of students of Elementary Education. This study is characterized by a qualitative and quantitative analysis approach. The main references are: Ferreiro (1995), Santos (1997), Tarouco, Roland, Fabre and Konrath (2004), Soares and Batista (2005), Ribeiro and Coscarelli (2009), Pery, Cardoso and Nunes (2010), Prensky (2012) and Luckesi (2014). For the data collect, the digital game "Sea Battle" was made available in social networks in order to be played and evaluated (through a poll with questions about instructions, feedback, contextualization, reading, playability, possibilities and challenges). The results showed that "Sea Battle" is a good game to increase the process of reading for students, which can bring benefits to children's literacy. Some inconsistencies were found and were reconfigured later. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-04-05 |
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://seer.ufu.br/index.php/dominiosdelinguagem/article/view/38614 10.14393/DL33-v12n1a2018-23 |
url |
https://seer.ufu.br/index.php/dominiosdelinguagem/article/view/38614 |
identifier_str_mv |
10.14393/DL33-v12n1a2018-23 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://seer.ufu.br/index.php/dominiosdelinguagem/article/view/38614/21982 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2018 Regina Cláudia Pinheiro, Graça Rosane Mendes Cavalcante, Nícolas Oliveira Amorim info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 Regina Cláudia Pinheiro, Graça Rosane Mendes Cavalcante, Nícolas Oliveira Amorim |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
PP/UFU |
publisher.none.fl_str_mv |
PP/UFU |
dc.source.none.fl_str_mv |
Domínios de Lingu@gem; Vol. 12 No. 1 (2018): Número atemático; 653-680 Domínios de Lingu@gem; Vol. 12 Núm. 1 (2018): Número atemático; 653-680 Domínios de Lingu@gem; v. 12 n. 1 (2018): Número atemático; 653-680 1980-5799 reponame:Domínios de Lingu@gem instname:Universidade Federal de Uberlândia (UFU) instacron:UFU |
instname_str |
Universidade Federal de Uberlândia (UFU) |
instacron_str |
UFU |
institution |
UFU |
reponame_str |
Domínios de Lingu@gem |
collection |
Domínios de Lingu@gem |
repository.name.fl_str_mv |
Domínios de Lingu@gem - Universidade Federal de Uberlândia (UFU) |
repository.mail.fl_str_mv |
revistadominios@ileel.ufu.br|| |
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1797067716101668864 |