Jogos digitais como motivação para o desenvolvimento da leitura

In this article, we aimed to verify whether and how digital games motivate teens’, who study in public school, reading practice. The theoretical framework was based on Bamberger (1991), Solé (1998), Kleiman (1989), Bazerman (2015), Antunes (2000), Prensky (2012) and Burke (2015). The methodology con...

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Detalles Bibliográficos
Autores: Pinheiro, Regina Cláudia, Lima, Francisco Alexandre Maciel de, Araújo, Júlio César Rosa de
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2020
País:Brasil
Institución:Universidade Federal do Ceará (UFC)
Repositorio:Repositório Institucional da Universidade Federal do Ceará (UFC)
Idioma:portugués
OAI Identifier:oai:repositorio.ufc.br:riufc/52634
Acceso en línea:http://www.repositorio.ufc.br/handle/riufc/52634
Access Level:acceso abierto
Palabra clave:Leitura (Ensino secundário)
Motivação
Jogos digitais
Descripción
Sumario:In this article, we aimed to verify whether and how digital games motivate teens’, who study in public school, reading practice. The theoretical framework was based on Bamberger (1991), Solé (1998), Kleiman (1989), Bazerman (2015), Antunes (2000), Prensky (2012) and Burke (2015). The methodology consists of applying digital games as a reading aid in a small group of first grade students in a Brazilian public school in the city of Solonópole, State of Ceará, with the participation of a Portuguese Language teacher. For this, we performed a case study with a quantitative and qualitative approach, observing lessons through digital games, and conducting interviews with the students. The results demonstrate that the application of digital games, under the conditions offered, motivated the participants’ reading practice.