LANGUAGE, GAMES AND GAMIFICATION
EVALUATION OF TEACHING PROTOTYPES AND OPEN EDUCATIONAL RESOURCES
DOI:
https://doi.org/10.34019/2447-5246.2022.v27.38709Abstract
Thinking about the importance of using technologies in the classroom, the purpose of this article is to examine teaching classes (EP) and open resources for teaching mother tongue through games. The theoretical framework is composed of studies by Benvindo (2019) and Borges et al. (2013), with experiences on the use of technologies and gamification; Vygotsky (199), on the importance of a collaborative space for learning and Rojo (2016; e Moura, 2012), in the studies of literacies and teaching principles. We also follow the teachings of Gee (203, 2004, 2005 and 201), on gam and game design, and of Kapp (2012) and Leffa (et al. 2012; 2020), on the use of digital games in languages, associating them to language skills at the BNCC (BRASIL, 2018). We verified different potentialities tested, on the other hand, can be observed in order to prepare more and more a harmonious environment and teaching and learning resources. Our aim was to present general possibilities for teachers to incorporate games into their educational practices. In this study, we focus on Portuguese classes, but the subject can be expanded to other curricular components.
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