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
Palabras clave:
aquisição de segunda língua, ensino de línguas, gamificação, tecnologia e educaçãoResumen
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.
Descargas
Referencias
BIGGS, J. Aligning Teaching and Assessing to Course Objectives. In: INTERNATIONAL CONFERENCE TEACHING AND LEARNING IN HIGHER EDUCATION: NEW TRENDS AND INNOVATIONS, 2003, Aveiro. Actas […] Aveiro: University of Aveiro, 2003. p. 1-9.
CAPONETTO, I.; EARP, J.; OTT, M. Gamification and Education: A Literature Review. In: EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL), 8th, Berlin. Proceedings […]. New York: Academic Conferences and Publishing International, 2014. v. 1, p. 50-57. Available on: http://toc.proceedings.com/24284webtoc.pdf. Retrieved at: Nov 15th, 2020.
COELHO, L.; OLIVEIRA, C. Português em Foco 2. Lisboa; Vale do Tejo: Lidel, 2017.
DICKEY, M. D. Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, [S.l], v. 53, p. 67-83, 2005. DOI: https://doi.org/10.1007/BF02504866. Available on: https://link.springer.com/article/10.1007/BF02504866. Retrieved at: Nov. 15th, 2020.
ELLIS, G. How Culturally Appropriate Is the Communicative Approach? ELT Journal, Kettering, v. 50, n. 3, p. 213-218, Jul. 1996. DOI: https://doi.org/10.1093/elt/50.3.213.
FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l], v. 21, n. 27, p. 32-54, jun. 2015. Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf. Retrieved at: Nov. 15th, 2020.
GLOVER, J. Humanity: A Moral History of the Twentieth Century. 2. ed. New Haven: Yale University Press, 2012.
HUANG, W. H.-Y; SOMAN, D. A Practitioner’s Guide to Gamification of Education. Research Report Series: Behavioral Economics in Action. Toronto: University of Toronto –Rotman School of Management, 2013
KAPP, K. The Gamification of Learning and Instruction. San Francisco, CA: Pfeiffer, 2012.
KERN, R. Computer-Mediated Communication: Using E-mail Exchanges to Explore Personal Histories in Two Cultures. In: WARSCHAUER, M (ed.). Telecollaboration in Foreign Language Learning. Honolulu: University of Hawai'i Second Language Teaching and Curriculum Center. 1996. p. 105-119.
KOSTER, R. Theory of Fun for Game Design. Cambridge: O'Reilly Media, 2005.
LENT, R. W.; BROWN, S. D.; HACKETT, G. Toward a Unifying Social Cognitive Theory of Career and Academic Interest, Choice and Performance. Journal of Vocational Behavior, [S.l], v. 45, p. 79-122, 1994. DOI: https://doi.org/10.1006/jvbe.1994.1027.
LEPPER, M. R. Motivational Considerations in the Study of Instruction, Cognition and Instruction, [S.l.], v. 5, n. 4, p. 289-309, 1988. DOI: https://doi.org/10.1207/s1532690xci0504_3.
MALITA, L.; MARTIN, C. Digital Storytelling as Web Passport to Success in the 21st Century. Procedia-Social and Behavioral Sciences, Amsterda, v. 2, n. 2, p. 3060-3064, 2010. DOI: https://doi.org/10.1016/j.sbspro.2010.03.465.
MEYERS, N.; NULTY, D. How to Use (Five) Curriculum Design Principles to Align Authentic Learning Environments, Assessment, Students’ Approaches to Thinking, and Learning Outcomes. Assessment & Evaluation in Higher Education, Abington: v. 34, n. 5, p. 565-577, Sept. 2009. DOI: https://doi.org/10.1080/02602930802226502.
MEYERS, S. A. Using Transformative Pedagogy When Teaching Online. College Teaching, Bermingham, v. 56, n. 4, p. 219-224, 2008. DOI: https://doi.org/10.3200/CTCH.56.4.219-224.
MUNTEAN, C. I. Raising Engagement in E-learning Through Gamification. In: INTERNATIONAL CONFERENCE ON VIRTUAL LEARNING (ICVL), 6th, 2011, Romania. Proceedings […]. Romania: University of Cluj-Napoca, 2011. p. 323-329.
NEO, M; NEO, T. K. Students' Perceptions in Developing a Multimedia Project within a Constructivist Learning Environment: A Malaysian Experience. Turkish Online Journal of Educational Technology-TOJET, Sakarya-Turkey, v. 9, n. 1, p. 176-184, 2010.
PINTRICH, P. H. Motivation and Classroom Learning. In: WEINER, I. B; SCHINKA, J. A.; VELICER, W. F. Handbook of Psychology: Research Methods in Psychology. New Jersey: John Wiley & Sons, 2003. v. 2. DOI: https://doi.org/10.1002/0471264385.wei0706.
PRENSKEY, M. Digital Natives, Digital Immigrants Part 1. On the Horizon, Bingley, v. 9, n. 5, p. 1-6, 2001. DOI: https://doi.org/10.1108/10748120110424816.
ROBIN, B. P. Digital Storytelling: a Powerful Technology Tool for the 21st Century Classroom. Theory Into Practice, Obingdon, v. 47, n. 3, p. 220-228, 2008. DOI: https://doi.org/10.1080/00405840802153916.
SADIKU, M. L. The Importance of Four Skills Reading, Speaking, Writing, Listening in a Lesson Hour. European Journal of Language and Literature Studies, Obington, v. 1, n. 1, p. 29-31, 2015. DOI: http://dx.doi.org/10.26417/ejls.v1i1.p29-31.
SIEMENS. G. Learning Development Cycle: Bridging Learning Design and Modern Knowledge Needs. Jul. 12, 2005. Available on: https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.458.5652&rep=rep1&type=pdf. Retrieved at: Nov. 15th, 2020.
SMITH-ROBBINS, S. Are Virtual Worlds (still) Relevant in Education? E-Learn, New York, v. 12, 2011. DOI: https://doi.org/10.1145/2072296.2078479.
STEPP-GREANY, J. Student Perceptions of Language Learning in a Technological Environment: Implications for the New Millennium. Language Learning; Technology, Santa Bárbara, CA, v. 6, n. 1, p. 165-180, 2002.
TAVARES, A. Português XXI. Lisboa; Vale do Tejo: Lidel, 2016.
VYGOTSKY, L. S.; COLE, M. Mind in Society: The Development of Higher Psychological Processes. Cambridge: Harvard University Press, 1978.
WERBACH, J.; HUNTER, D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton School Press, 2012.
YA-TING, C. Y.; WAN-CHI I. W. Digital Storytelling for Enhancing Student Academic Achievement, Critical Thinking, and Learning Motivation: A Year-Long Experimental Study. Computers & Education, Amsterdam, v. 59, n. 2, p. 339-352, set. 2012. DOI: https://doi.org/10.1016/j.compedu.2011.12.012.
Descargas
Publicado
Número
Sección
Licencia
Derechos de autor 2020 Carla Cristina Munhoz Xavier

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.
Autores de artigos publicados pela RBLA mantêm os direitos autorais de seus trabalhos, licenciando-os sob a licença Creative Commons BY Attribution 4.0, que permite que os artigos sejam reutilizados e distribuídos sem restrição, desde que o trabalho original seja corretamente citado.


