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Aplicativos e jogos digitais no processo de alfabetização escolar

Authors: Lemos, Adriana Falqueto; Vilela, Janaína Franciele Do Couto; Couto, Tiele Pereira Do;

Aplicativos e jogos digitais no processo de alfabetização escolar

Abstract

Este estudo trata do uso de aplicativos e jogos digitais educacionais existentes que foram projetados para serem trabalhados no processo de alfabetização no que diz respeito às habilidades relacionadas à BNCC. Tem-se como objetivo investigar como estas ferramentas tecnológicas digitais podem auxiliar os professores no processo de alfabetização dos alunos de maneira lúdica. Para isso, foi utilizada a pesquisa bibliográfica de abordagem qualitativa, tendo como base a revisão de literatura sobre o tema da pesquisa e a análise de quatro jogos, Aprenda ler a escrever - Aprenda o alfabeto; Graphogame; Forma palavra, e Palavra secreta. Como resultado, pode-se afirmar que o uso de vários aplicativos e jogos digitais é de grande importância para auxiliar o professor, já que gera recursos pedagógicos apropriados com capacidade para ampliar as formas de ensino-aprendizagem de modo inovador, aumentando a motivação, a interação, a atenção, estimulando positivamente a leitura e a escrita dos estudantes no processo de alfabetização.

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.

Keywords

Jogos digitais, Alfabetização, Jogo digital, Tecnologia educacional, Graphogame

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selected citations
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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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