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...

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Detalles Bibliográficos
Autores: Pinto, Wálisson Dias, Pereira, Cláudio Alves
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
Descripción
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.