Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa

Detalhes bibliográficos
Ano de defesa: 2015
Autor(a) principal: Asega, Fernanda Katherine lattes
Orientador(a): Barbara, Leila
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontifícia Universidade Católica de São Paulo
Programa de Pós-Graduação: Programa de Estudos Pós-Graduados em Linguística Aplicada e Estudos da Linguagem
Departamento: Lingüística
País: BR
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tede2.pucsp.br/handle/handle/13775
Resumo: This research, conducted in the area of Materials Evaluation and Design for Language Learning, more specifically the English language, and games as a research object. Technological innovations have enabled access to information by transforming the means and modes of communication. Currently, the integration of digital technologies in language learning and teaching practices is growing, given that young people are constantly connected to the web, interacting with several people and tools such as games. These tools work extending cognitive ability, abstract thinking and language functions. The purpose of this study is to analyse what potential the game World of Warcraft offers for teaching and learning the English language, in order to be used as teaching material aimed at teenagers and adults who need/want to learn the language. The decision to use such game was based on its popularity around the world. As one of the media most used by young and likely to be a known and common language between them, they can facilitate learning processes that lie in more familiar contexts for students. Given the above, this study examined the game World of Warcraft in its potential as a teaching and learning materials for English language for teenagers and adults. The theoretical background of this study is based upon the concepts of Cyberculture (LEVY, 1999; LEMOS, 2005), Connectivism (SIEMENS, 2004, 2007, 2008; DOWNES, 2012), Participatory Culture, addressing the skills and abilities necessary for education in the twenty-first century (JENKINS et al., 2006), Learning in Games (GEE, 2003, 2008, 2010, 2012, 2013; PRENSKY, 2001, 2005) and Materials Evaluation and Design for Language Learning (RAMOS, 1999 / 2009, 2009). The study was submitted to the possibilities for teaching and learning the English language from the perspective of cyberlearning and related to the use of language. When analysed from the perspective of cyberlearning it was emphasized the importance of problem-solving situations, interactions and transmedia skills and activities identified in the game as English teaching and language learning opportunities. When analyzed the possibility for teaching and learning of English language related to the use of language, the features and the contents were examined which can be exploited in the development of teaching materials through this game. For this, data were categorized as resources, content and texts. The game analysis made it possible to demonstrate its potential for use in the English language (cyber)learning, in which the development of performance and simulation skills are essential in the current scenario. This paper concludes that this game's potential use in teaching and English language learning is attributed to situations of problem solving, in which students can develop all presented subcategories, especially transmedia so that students can follow the flow of stories, when confronted with the information available in different media formats, making it possible to fulfill the process of teaching and learning
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spelling Barbara, Leilahttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4237633T9Asega, Fernanda Katherine2016-04-28T18:23:12Z2016-02-122015-12-16Asega, Fernanda Katherine. Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa. 2015. 123 f. Dissertação (Mestrado em Lingüística) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2015.https://tede2.pucsp.br/handle/handle/13775This research, conducted in the area of Materials Evaluation and Design for Language Learning, more specifically the English language, and games as a research object. Technological innovations have enabled access to information by transforming the means and modes of communication. Currently, the integration of digital technologies in language learning and teaching practices is growing, given that young people are constantly connected to the web, interacting with several people and tools such as games. These tools work extending cognitive ability, abstract thinking and language functions. The purpose of this study is to analyse what potential the game World of Warcraft offers for teaching and learning the English language, in order to be used as teaching material aimed at teenagers and adults who need/want to learn the language. The decision to use such game was based on its popularity around the world. As one of the media most used by young and likely to be a known and common language between them, they can facilitate learning processes that lie in more familiar contexts for students. Given the above, this study examined the game World of Warcraft in its potential as a teaching and learning materials for English language for teenagers and adults. The theoretical background of this study is based upon the concepts of Cyberculture (LEVY, 1999; LEMOS, 2005), Connectivism (SIEMENS, 2004, 2007, 2008; DOWNES, 2012), Participatory Culture, addressing the skills and abilities necessary for education in the twenty-first century (JENKINS et al., 2006), Learning in Games (GEE, 2003, 2008, 2010, 2012, 2013; PRENSKY, 2001, 2005) and Materials Evaluation and Design for Language Learning (RAMOS, 1999 / 2009, 2009). The study was submitted to the possibilities for teaching and learning the English language from the perspective of cyberlearning and related to the use of language. When analysed from the perspective of cyberlearning it was emphasized the importance of problem-solving situations, interactions and transmedia skills and activities identified in the game as English teaching and language learning opportunities. When analyzed the possibility for teaching and learning of English language related to the use of language, the features and the contents were examined which can be exploited in the development of teaching materials through this game. For this, data were categorized as resources, content and texts. The game analysis made it possible to demonstrate its potential for use in the English language (cyber)learning, in which the development of performance and simulation skills are essential in the current scenario. This paper concludes that this game's potential use in teaching and English language learning is attributed to situations of problem solving, in which students can develop all presented subcategories, especially transmedia so that students can follow the flow of stories, when confronted with the information available in different media formats, making it possible to fulfill the process of teaching and learningEsta pesquisa está inserida no quadro de avaliação e preparação de material didático para a aprendizagem de língua estrangeira, mais especificamente a de língua inglesa, tendo games como objeto de pesquisa. Inovações tecnológicas possibilitaram o acesso à informação transformando os meios e modos de comunicação. Atualmente, a integração das tecnologias digitais nas práticas do ensino e da aprendizagem de línguas é crescente, tendo em vista que os jovens estão constantemente conectados à rede, interagindo com diversas pessoas e ferramentas como os games. Essas ferramentas atuam estendendo a destreza cognitiva, o pensamento abstrato e as funções de linguagem. O objetivo desta pesquisa é analisar que potencialidades o game World of Warcraft oferece para o ensino e a aprendizagem de língua inglesa, com vistas a ser utilizado como material didático voltado para adolescentes e adultos que desejam/necessitam aprender a língua. Esse game foi escolhido para este trabalho por ser um dos mais populares no mundo. Por ser uma das mídias mais consumidas pelos jovens e provavelmente por ser uma linguagem conhecida e comum entre eles, estes podem possibilitar processos de aprendizagem que se situam em contextos mais familiares para os alunos. Diante do exposto, o presente trabalho examinou o game World of Warcraft quanto a sua potencialidade como material didático para o ensino e a aprendizagem de língua inglesa de adolescentes e adultos. O trabalho fundamenta-se nos preceitos da Cibercultura (LEVY, 1999; LEMOS, 2005), da Teoria Conectivista (SIEMENS, 2004, 2007, 2008; DOWNES, 2012), da Cultura de Participação abordando as competências e habilidades necessárias para o ensino e a aprendizagem no século XXI (JENKINS et al., 2006), da aprendizagem em Games (GEE, 2003, 2008, 2010, 2012, 2013; PRENSKY, 2001, 2005) e da avaliação e design de materiais didáticos (RAMOS, 1999/2009, 2009). O trabalho foi apresentado quanto às possibilidades para o ensino e a aprendizagem de língua inglesa na perspectiva da ciberaprendizagem e relacionada ao uso da língua. Quando analisada sob a perspectiva da ciberaprendizagem, foi ressaltada a importância das situações de resolução de problemas, de interações e competências transmídia e de atuação identificadas no game como possibilidades de ensino e aprendizagem da língua inglesa. Quando analisada a possibilidade para o ensino e a aprendizagem de língua inglesa relacionada ao uso da língua, foram examinadas as características e os conteúdos que podem ser explorados na elaboração de materiais didáticos por meio desse game. Para tanto, os dados foram categorizados em recursos, conteúdos e textos. A análise do game possibilitou demonstrar suas potencialidades para ser utilizado na (ciber)aprendizagem de língua inglesa, no qual o desenvolvimento das competências de atuação e simulação são essenciais no atual cenário. O presente trabalho conclui que essa potencialidade de uso do game no ensino e a aprendizagem de língua inglesa é atribuída às situações de resolução de problemas, as quais os alunos podem desenvolver todas as subcategorias apresentadas, principalmente a transmídia para que possam seguir o fluxo de histórias, quando confrontado com as informações disponibilizadas em diferentes formatos de mídia, tornando-se possível cumprir o processo de ensino e aprendizagemConselho Nacional de Desenvolvimento Científico e Tecnológicoapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/30555/Fernanda%20Katherine%20Asega.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Linguística Aplicada e Estudos da LinguagemPUC-SPBRLingüísticaCiberaprendizagemGamesLíngua inglesaAvaliação e desenvolvimento de material educacional digitalCyberlearningGamesEnglish languageEvaluation and development of digital educational materialsCNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADAAvaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTFernanda Katherine Asega.pdf.txtFernanda Katherine Asega.pdf.txtExtracted texttext/plain223080https://repositorio.pucsp.br/xmlui/bitstream/handle/13775/3/Fernanda%20Katherine%20Asega.pdf.txt5c97ef8ccf4cd92677e273fa94316abeMD53ORIGINALFernanda Katherine Asega.pdfapplication/pdf9503721https://repositorio.pucsp.br/xmlui/bitstream/handle/13775/1/Fernanda%20Katherine%20Asega.pdfa8c353050811fb8156b130ff0ff7b37fMD51THUMBNAILFernanda Katherine Asega.pdf.jpgFernanda Katherine Asega.pdf.jpgGenerated Thumbnailimage/jpeg3598https://repositorio.pucsp.br/xmlui/bitstream/handle/13775/2/Fernanda%20Katherine%20Asega.pdf.jpg59e610674126a4aad606e5a8cda1debbMD52handle/137752022-04-27 22:40:59.48oai:repositorio.pucsp.br:handle/13775Repositório Institucionalhttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-04-28T01:40:59Repositório Institucional da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false
dc.title.por.fl_str_mv Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
title Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
spellingShingle Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
Asega, Fernanda Katherine
Ciberaprendizagem
Games
Língua inglesa
Avaliação e desenvolvimento de material educacional digital
Cyberlearning
Games
English language
Evaluation and development of digital educational materials
CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADA
title_short Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
title_full Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
title_fullStr Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
title_full_unstemmed Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
title_sort Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa
author Asega, Fernanda Katherine
author_facet Asega, Fernanda Katherine
author_role author
dc.contributor.advisor1.fl_str_mv Barbara, Leila
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4237633T9
dc.contributor.author.fl_str_mv Asega, Fernanda Katherine
contributor_str_mv Barbara, Leila
dc.subject.por.fl_str_mv Ciberaprendizagem
Games
Língua inglesa
Avaliação e desenvolvimento de material educacional digital
topic Ciberaprendizagem
Games
Língua inglesa
Avaliação e desenvolvimento de material educacional digital
Cyberlearning
Games
English language
Evaluation and development of digital educational materials
CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADA
dc.subject.eng.fl_str_mv Cyberlearning
Games
English language
Evaluation and development of digital educational materials
dc.subject.cnpq.fl_str_mv CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADA
description This research, conducted in the area of Materials Evaluation and Design for Language Learning, more specifically the English language, and games as a research object. Technological innovations have enabled access to information by transforming the means and modes of communication. Currently, the integration of digital technologies in language learning and teaching practices is growing, given that young people are constantly connected to the web, interacting with several people and tools such as games. These tools work extending cognitive ability, abstract thinking and language functions. The purpose of this study is to analyse what potential the game World of Warcraft offers for teaching and learning the English language, in order to be used as teaching material aimed at teenagers and adults who need/want to learn the language. The decision to use such game was based on its popularity around the world. As one of the media most used by young and likely to be a known and common language between them, they can facilitate learning processes that lie in more familiar contexts for students. Given the above, this study examined the game World of Warcraft in its potential as a teaching and learning materials for English language for teenagers and adults. The theoretical background of this study is based upon the concepts of Cyberculture (LEVY, 1999; LEMOS, 2005), Connectivism (SIEMENS, 2004, 2007, 2008; DOWNES, 2012), Participatory Culture, addressing the skills and abilities necessary for education in the twenty-first century (JENKINS et al., 2006), Learning in Games (GEE, 2003, 2008, 2010, 2012, 2013; PRENSKY, 2001, 2005) and Materials Evaluation and Design for Language Learning (RAMOS, 1999 / 2009, 2009). The study was submitted to the possibilities for teaching and learning the English language from the perspective of cyberlearning and related to the use of language. When analysed from the perspective of cyberlearning it was emphasized the importance of problem-solving situations, interactions and transmedia skills and activities identified in the game as English teaching and language learning opportunities. When analyzed the possibility for teaching and learning of English language related to the use of language, the features and the contents were examined which can be exploited in the development of teaching materials through this game. For this, data were categorized as resources, content and texts. The game analysis made it possible to demonstrate its potential for use in the English language (cyber)learning, in which the development of performance and simulation skills are essential in the current scenario. This paper concludes that this game's potential use in teaching and English language learning is attributed to situations of problem solving, in which students can develop all presented subcategories, especially transmedia so that students can follow the flow of stories, when confronted with the information available in different media formats, making it possible to fulfill the process of teaching and learning
publishDate 2015
dc.date.issued.fl_str_mv 2015-12-16
dc.date.accessioned.fl_str_mv 2016-04-28T18:23:12Z
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dc.identifier.citation.fl_str_mv Asega, Fernanda Katherine. Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa. 2015. 123 f. Dissertação (Mestrado em Lingüística) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2015.
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identifier_str_mv Asega, Fernanda Katherine. Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa. 2015. 123 f. Dissertação (Mestrado em Lingüística) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2015.
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