Internet, agency and online digital games in the English language learning: a study in information technology higher education courses

Detalhes bibliográficos
Autor(a) principal: Garbuio, Luciene Maria
Data de Publicação: 2018
Tipo de documento: Artigo
Idioma: por
Título da fonte: Domínios de Lingu@gem
Texto Completo: https://seer.ufu.br/index.php/dominiosdelinguagem/article/view/40643
Resumo: This article aims to discuss the way undergraduate students from Information Technology higher education courses use Internet as a means of interaction and digital communication to learn English, and presents some English learning possibilities in such informal context, especially regarding digital games. The theorical basis adopted are Wenger (1998) concept of communities of practice, Gee (2006) studies about affinity spaces and Krashen (1982) languages acquisition hypotheses. The results analysed in the questionnaire and interview conducted in this study demonstrated that films, series, songs and online games are the most accessed virtual contents and contribute to English language learning. In such context, participants highlighted the role of strategy, adventure, action and MMOGs games (Massive Multiplayer Online Role Playing Games) as learning tools, due to the wide interaction possibility among participants, agency and challenges. As learning strategies, the respondents use dictionaries and online translation tools, they communicate with other players or with more experienced people that might help them in the game interaction and they associate the words or try to understand them in the game context.
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spelling Internet, agency and online digital games in the English language learning: a study in information technology higher education coursesA internet, agência e os jogos digitais online na aprendizagem de inglês: um estudo no ensino superior de Tecnologia da InformaçãoJogos DigitaisComunicaçãoAprendizagem de inglêsDigital GamesInformal learningEnglish learningThis article aims to discuss the way undergraduate students from Information Technology higher education courses use Internet as a means of interaction and digital communication to learn English, and presents some English learning possibilities in such informal context, especially regarding digital games. The theorical basis adopted are Wenger (1998) concept of communities of practice, Gee (2006) studies about affinity spaces and Krashen (1982) languages acquisition hypotheses. The results analysed in the questionnaire and interview conducted in this study demonstrated that films, series, songs and online games are the most accessed virtual contents and contribute to English language learning. In such context, participants highlighted the role of strategy, adventure, action and MMOGs games (Massive Multiplayer Online Role Playing Games) as learning tools, due to the wide interaction possibility among participants, agency and challenges. As learning strategies, the respondents use dictionaries and online translation tools, they communicate with other players or with more experienced people that might help them in the game interaction and they associate the words or try to understand them in the game context.O objetivo deste artigo é discutir de que maneira os estudantes de cursos superiores em Tecnologia da Informação utilizam a Internet como meio de interação e comunicação digital para desenvolver a língua inglesa, bem como apresentar algumas possibilidades de aprendizagem de inglês no contexto informal, com foco nos jogos digitais. A base teórica foi orientada nos estudos de Wenger (1998) sobre comunidades de prática, Gee (2006) sobre espaços de afinidade e nas hipóteses de aquisição de línguas propostas por Krashen (1982). Os resultados analisados no questionário e na entrevista revelaram que filmes, séries, músicas e jogos on-line são os conteúdos virtuais mais acessados e contribuem para a aprendizagem da língua inglesa. Jogos do gênero estratégia, aventura, ação e MMORPGs (Massive Multiplayer Online Role Playing Games) são destacados como ferramentas de aprendizagem pela ampla possibilidade de interação, agência e desafios. Como estratégias de aprendizagem, os participantes utilizam dicionários e ferramentas on-line de tradução, entram em contato com outros jogadores ou com outras pessoas mais experientes que possam auxiliar na interação com o jogo, associam palavras e tentam compreendê-las com base no contexto que nele é apresentado.PP/UFU2018-09-21info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://seer.ufu.br/index.php/dominiosdelinguagem/article/view/4064310.14393/DL35-v12n3a2018-18Domínios de Lingu@gem; Vol. 12 No. 3 (2018): Número Atemático; 1878-1904Domínios de Lingu@gem; Vol. 12 Núm. 3 (2018): Número Atemático; 1878-1904Domínios de Lingu@gem; v. 12 n. 3 (2018): Número Atemático; 1878-19041980-5799reponame:Domínios de Lingu@geminstname:Universidade Federal de Uberlândia (UFU)instacron:UFUporhttps://seer.ufu.br/index.php/dominiosdelinguagem/article/view/40643/24004Copyright (c) 2018 Luciene Maria Garbuioinfo:eu-repo/semantics/openAccessGarbuio, Luciene Maria2019-05-09T13:42:36Zoai:ojs.www.seer.ufu.br:article/40643Revistahttps://seer.ufu.br/index.php/dominiosdelinguagemPUBhttps://seer.ufu.br/index.php/dominiosdelinguagem/oairevistadominios@ileel.ufu.br||1980-57991980-5799opendoar:2019-05-09T13:42:36Domínios de Lingu@gem - Universidade Federal de Uberlândia (UFU)false
dc.title.none.fl_str_mv Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
A internet, agência e os jogos digitais online na aprendizagem de inglês: um estudo no ensino superior de Tecnologia da Informação
title Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
spellingShingle Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
Garbuio, Luciene Maria
Jogos Digitais
Comunicação
Aprendizagem de inglês
Digital Games
Informal learning
English learning
title_short Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
title_full Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
title_fullStr Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
title_full_unstemmed Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
title_sort Internet, agency and online digital games in the English language learning: a study in information technology higher education courses
author Garbuio, Luciene Maria
author_facet Garbuio, Luciene Maria
author_role author
dc.contributor.author.fl_str_mv Garbuio, Luciene Maria
dc.subject.por.fl_str_mv Jogos Digitais
Comunicação
Aprendizagem de inglês
Digital Games
Informal learning
English learning
topic Jogos Digitais
Comunicação
Aprendizagem de inglês
Digital Games
Informal learning
English learning
description This article aims to discuss the way undergraduate students from Information Technology higher education courses use Internet as a means of interaction and digital communication to learn English, and presents some English learning possibilities in such informal context, especially regarding digital games. The theorical basis adopted are Wenger (1998) concept of communities of practice, Gee (2006) studies about affinity spaces and Krashen (1982) languages acquisition hypotheses. The results analysed in the questionnaire and interview conducted in this study demonstrated that films, series, songs and online games are the most accessed virtual contents and contribute to English language learning. In such context, participants highlighted the role of strategy, adventure, action and MMOGs games (Massive Multiplayer Online Role Playing Games) as learning tools, due to the wide interaction possibility among participants, agency and challenges. As learning strategies, the respondents use dictionaries and online translation tools, they communicate with other players or with more experienced people that might help them in the game interaction and they associate the words or try to understand them in the game context.
publishDate 2018
dc.date.none.fl_str_mv 2018-09-21
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
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status_str publishedVersion
dc.identifier.uri.fl_str_mv https://seer.ufu.br/index.php/dominiosdelinguagem/article/view/40643
10.14393/DL35-v12n3a2018-18
url https://seer.ufu.br/index.php/dominiosdelinguagem/article/view/40643
identifier_str_mv 10.14393/DL35-v12n3a2018-18
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://seer.ufu.br/index.php/dominiosdelinguagem/article/view/40643/24004
dc.rights.driver.fl_str_mv Copyright (c) 2018 Luciene Maria Garbuio
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2018 Luciene Maria Garbuio
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. 3 (2018): Número Atemático; 1878-1904
Domínios de Lingu@gem; Vol. 12 Núm. 3 (2018): Número Atemático; 1878-1904
Domínios de Lingu@gem; v. 12 n. 3 (2018): Número Atemático; 1878-1904
1980-5799
reponame:Domínios de Lingu@gem
instname:Universidade Federal de Uberlândia (UFU)
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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)
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