Aplicativos e jogos digitais no processo de alfabetização escolar

This study deals with the use of existing educational digital apps and games that were designed to be worked on in the literacy process, with regard to BNCC-related skills. The objective is to investigate how these digital technological tools can help teachers in the literacy process of students in...

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Detalles Bibliográficos
Autores: Lemos, Adriana Falqueto, Vilela , Janaína, do Couto, Tiele
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2023
País:Brasil
Institución:Universidade Federal de Campina Grande (UFCG)
Repositorio:Revista Letras Raras
Idioma:portugués
OAI Identifier:oai:ojs2.revistas.editora.ufcg.edu.br:article/658
Acceso en línea:https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/658
Access Level:acceso abierto
Palabra clave:Tecnologia educacional
Graphogame
Alfabetização
Jogo digital
Descripción
Sumario:This study deals with the use of existing educational digital apps and games that were designed to be worked on in the literacy process, with regard to BNCC-related skills. The objective is to investigate how these digital technological tools can help teachers in the literacy process of students in a playful way. For this, a bibliographic research with a qualitative approach was used, based on the literature review on the research topic and the analysis of four games, Aprenda ler a escrever - Aprenda o alfabeto, Graphogame, Forma palavra and Palavra secreta. As a result, it can be said that the use of various applications and digital games is of great importance to help the teacher, since it generates appropriate pedagogical resources with the capacity to expand the forms of teaching and learning in an innovative way, increasing motivation, interaction, attention, positively stimulating students’ reading and writing in the literacy process.