Jogos digitais como motivação para o desenvolvimento da leitura

Digital educational games have become an important learning tool in many schools because of the strong attraction they elicit in children and adolescents. Therefore, in the present work, we aim to verify how the digital educational games contribute to the process of developing reading and writing wi...

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Detalles Bibliográficos
Autores: Pinheiro, Regina Cláudia, Cavalcante, Graça Rosane Mendes
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2019
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/52661
Acceso en línea:http://www.repositorio.ufc.br/handle/riufc/52661
Access Level:acceso abierto
Palabra clave:Letramento Digital
Jogos digitais educacionais
Educação Infantil
Ensino de leitura
Ensino de escrita
Descripción
Sumario:Digital educational games have become an important learning tool in many schools because of the strong attraction they elicit in children and adolescents. Therefore, in the present work, we aim to verify how the digital educational games contribute to the process of developing reading and writing with children of Early Childhood Education. Therefore, we use the theoretical assumptions of some authors that approach the themes, such as Ferreiro (1995), Ferreiro e Teberosky (1999), Coelho (2000), Zeferino e Pires (2015), Ribeiro e Coscarelli (2009), Prensky (2012) and Pinheiro, Cavalcante e Amorim (2018). This research, of qualitative aspect, developed from the application of a digital game with a child that is in the phase of the five years old. We worked as a tool the digital game Pato Pateta, which was built in the research project of the State University of Ceará, School Practices for the Development of Digital Literacy - PREDLED. The results presented that digital educational games are part of a powerful group of activities which can attract students' attention and help them through the process of reading and writing. Thus, we consider that evaluating digital games available in repository helps to assist teachers in the selection of this tool for use in the classroom.