Playing with the language for critical and creative training: RPG as a mediated learning track

This article discusses learning possibilities with digital games for language teaching and learning (Kleiman, 2000; Kress, 2003; Ribeiro, 2015, 2016, 2019, 2020) in dialogue with critical thinking (Cruz; Dominguez; Pain-Carreira, 2019) and creativity (Kneller, 1978; Vygotsky, 2014). A game track in...

Descripción completa

Detalles Bibliográficos
Autores: Raminho, Edney Gomes, Moreira, Eliane Silva, Kohls-Santos, Pricila
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2024
País:Brasil
Institución:Pontifícia Universidade Católica de São Paulo (PUC-SP)
Repositorio:Revista e-Curriculum
Idioma:portugués
OAI Identifier:oai:ojs.pkp.sfu.ca:article/54734
Acceso en línea:https://revistas.pucsp.br/index.php/curriculum/article/view/54734
Access Level:acceso abierto
Palabra clave:ensino da linguagem
Role-Playing Game
pensamento crítico e criativo
BNCC
enseñanza del lenguaje
pensamiento crítico y creativo
language teaching
critical and creative thinking
Descripción
Sumario:This article discusses learning possibilities with digital games for language teaching and learning (Kleiman, 2000; Kress, 2003; Ribeiro, 2015, 2016, 2019, 2020) in dialogue with critical thinking (Cruz; Dominguez; Pain-Carreira, 2019) and creativity (Kneller, 1978; Vygotsky, 2014). A game track in the narrative of a Role-Playing Game (RPG) is proposed in light of Jackson (1994), Schick (1991), and Vasques (2008), with the aim of fostering critical thinking and creativity in the final grades of Elementary School during the language teaching process. Throughout this path, possibilities were perceived for motivating meaningful relationships that enable students to acquire important linguistic competencies, as required by the Brazilian Common Core State Standards [Base Nacional Comum Curricular – BNCC] (Brasil, 2018), in a way that sharpens their learning and language development.