Digital games and Blended Learning in language learning: a case study with high school students

Contemporary language teaching can turn to a tool provided by the development of digital technologies - digital games. This resource is used by the vast majority of students, and its attractive features allow for meaningful learning. This method can be classified as Blended Learning since students u...

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Detalles Bibliográficos
Autor: Teixeira da Silva, Elaine
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2017
País:Brasil
Institución:Centro Federal de Educação Tecnológica de Campos dos Goytacazes
Repositorio:Vértices (Campos dos Goitacazes. Online)
Idioma:portugués
OAI Identifier:oai:ojs.editoraessentia.iff.edu.br:article/6186
Acceso en línea:https://editoraessentia.iff.edu.br/index.php/vertices/article/view/6186
Access Level:acceso abierto
Palabra clave:Blended Learning
Languages
Digital games
Aprendizagem Híbrida
Idiomas
Jogos digitais
Descripción
Sumario:Contemporary language teaching can turn to a tool provided by the development of digital technologies - digital games. This resource is used by the vast majority of students, and its attractive features allow for meaningful learning. This method can be classified as Blended Learning since students use games to learn without the physical presence of the teacher, but still favor face-to-face learning. To verify digital games as a tool for teaching languages and for Blended Learning, a questionnaire created in Google Forms was shared with 67 interviewees with four questions related to the theme. It is a quantitative research supported by the contributions of Kenski (2007), Mattar (2011), Mendes (2011), Prensky (2012), and Tori (2010). among others.