Gamificando a aprendizagem linguística de português

estudo de caso que examina um site com uma atividade baseada em missões para promover a produção e interação entre alunos de português L2

Autores

Palavras-chave:

aquisição de segunda língua, ensino de línguas, gamificação, tecnologia e educação

Resumo

Um dos maiores desafios ao ensinar alunos de segunda língua é mantê-los motivados a trabalhar em uma atividade nova. A literatura mostrou-nos que a combinação de construtivismo social e aprendizado integrado à tecnologia é crucial para alcançar os objetivos estabelecidos pelos objetivos educacionais modernos. No entanto, para obter uma resposta robusta dos alunos, deve-se levar em consideração o aspecto psicológico da motivação intrínseca e extrínseca. Este artigo propõe uma atividade gamificada que visa intensificar a motivação dos alunos. Dez estudantes de graduação participaram deste estudo. As suas respostas mostram que estudos baseados em prêmios e gamificação podem aumentar a motivação ao aprender português.

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Referências

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Publicado

03-12-2020

Edição

Seção

Número temático - Jogos e Gamificação como recursos de aprendizagem (lançamento em 2020)