Digital games for literacy: evaluating and reconfiguring the game “Sea Battle”

Detalhes bibliográficos
Autor(a) principal: Pinheiro, Regina Cláudia
Data de Publicação: 2018
Outros Autores: Cavalcante, Graça Rosane Mendes, Amorim, Nícolas Oliveira
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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spelling 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
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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
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instname:Universidade Federal de Uberlândia (UFU)
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instname_str Universidade Federal de Uberlândia (UFU)
instacron_str UFU
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reponame_str Domínios de Lingu@gem
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repository.name.fl_str_mv Domínios de Lingu@gem - Universidade Federal de Uberlândia (UFU)
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