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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| 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 |
| 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. |
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