POSSIBLE EDUCATIONAL IMPACTS OF DIGITAL GAMES IN THE STUDY OF ENGLISH LANGUAGE
Digital games are seen as an popular entertainment among young people and adults. This paper aims to identify their potential to contribute to the learning of school content, more specifically the English language, which is the predominant language in these game's market. The data were collecte...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2020 |
| País: | Brasil |
| Institución: | Instituto Federal de Educação, Ciência e Tecnologia de Mato Grosso (IFMT) |
| Repositorio: | Revista Prática Docente |
| Idioma: | portugués |
| OAI Identifier: | oai:ojs.periodicos.cfs.ifmt.edu.br:article/744 |
| Acceso en línea: | http://periodicos.cfs.ifmt.edu.br:443/periodicos/index.php/rpd/article/view/744 |
| Access Level: | acceso abierto |
| Palabra clave: | Digital Games English Language Tangential Learning Jogos Digitais Língua Inglesa Aprendizagem Tangencial |
| Sumario: | Digital games are seen as an popular entertainment among young people and adults. This paper aims to identify their potential to contribute to the learning of school content, more specifically the English language, which is the predominant language in these game's market. The data were collected through an investigative study using an electronic questionnaire sent to students of Basic and Higher Education. The responses of 114 participants were analyzed using the qualitative paradigm as a guide. The results show that, although the knowledge of the English language learned in the classroom was important for the setting in the games, the majority of respondents (83.5%) confirm that they have deepened their English skills through this practice. This study points out that this immersion can contribute significantly to the learning of the English language. It is concluded that digital games are important auxiliary tools for teachers of English language to organize their pedagogical practice. |
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