Game on : uma experiência com games na formação de professores de língua inglesa
| Ano de defesa: | 2019 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | , , |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Universidade Estadual de Goiás
|
| Programa de Pós-Graduação: |
Programa de Pós-Graduação Strito sensu em Língua, Literatura e Interculturalidade (POSLLI)
|
| Departamento: |
UEG ::Coordenação de Mestrado em Língua, Literatura e Interculturalidade
|
| País: |
Brasil
|
| Palavras-chave em Português: | |
| Palavras-chave em Inglês: | |
| Área do conhecimento CNPq: | |
| Link de acesso: | http://www.bdtd.ueg.br/handle/tede/779 |
Resumo: | The purpose of this project is to encourage reflection on games in English language teaching through the bias of multiliteracies. To this end, we discuss the perception of English language teachers (in education and professional levels) regarding the language practices that emerge from games. Using games to reflect on language practices is based on the multiplicity of language and culture provided by digital games. The perspectives and proposals presented are based on studies on multiliteracies (COPE; KALANTIS, 2009; ROJO, 2012; GEE, 2003), reflecting on new modalities of language emerged by contemporary society, and articulate the use of digital technologies to language education (GEE, 2003, 2004; LYNN, 2013; PRENSKY, 2001, 2012; SOUZA, 2011; MONTE MÓR, 2010, 2018). The research considered a qualitative approach based on the experiences of the researched and researched subjects (LARROSA, 2002, 2018) and the studies of complexity (MORIN, 2015). I also add that different practices of reading and interaction in English can be triggered from games, stimulating social and intercultural development. The choice for the digital game is justified by the fact that it is part of the daily life of children and adolescents and considering that articulating the use of digital technologies and the students' experiences - as players - to the educational context is an opportunity to combine multi-skills and games, making language teaching (GEE, 2003; PRENSKY, 2006). Information gathering is carried out through an extension action with English language teachers in initial and continuing education to provide experience with digital games as a multi-tool practice. It is considered as research instruments: questionnaires, reports, my notes and the interactions of participants in the Whatsapp group. This study aims to point out the possibilities of dialogue between the multiliteracies and English Language teachers in Education, encouraging them reflect on critical use of games as language practices. |
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Freitas, Carla Conti dehttp://lattes.cnpq.br/5357556016311932Freitas, Carla Conti dehttp://lattes.cnpq.br/5357556016311932Monte Mor, Walkyriahttp://lattes.cnpq.br/5539890496701947Lopes, Cristiane Rosahttp://lattes.cnpq.br/5818321410864812http://lattes.cnpq.br/3317771278922803Avelar, Michely Gomes2021-08-19T06:31:24Z2019-11-28AVELAR, Michely Gomes. "Game on": uma experiência com games na formação de professores de língua inglesa. 2019. 105 f. Dissertação (Mestrado em Língua, Literatura e Interculturalidade) – Câmpus Cora Coralina, Universidade Estadual de Goiás, Goiás, GO, 2020.http://www.bdtd.ueg.br/handle/tede/779The purpose of this project is to encourage reflection on games in English language teaching through the bias of multiliteracies. To this end, we discuss the perception of English language teachers (in education and professional levels) regarding the language practices that emerge from games. Using games to reflect on language practices is based on the multiplicity of language and culture provided by digital games. The perspectives and proposals presented are based on studies on multiliteracies (COPE; KALANTIS, 2009; ROJO, 2012; GEE, 2003), reflecting on new modalities of language emerged by contemporary society, and articulate the use of digital technologies to language education (GEE, 2003, 2004; LYNN, 2013; PRENSKY, 2001, 2012; SOUZA, 2011; MONTE MÓR, 2010, 2018). The research considered a qualitative approach based on the experiences of the researched and researched subjects (LARROSA, 2002, 2018) and the studies of complexity (MORIN, 2015). I also add that different practices of reading and interaction in English can be triggered from games, stimulating social and intercultural development. The choice for the digital game is justified by the fact that it is part of the daily life of children and adolescents and considering that articulating the use of digital technologies and the students' experiences - as players - to the educational context is an opportunity to combine multi-skills and games, making language teaching (GEE, 2003; PRENSKY, 2006). Information gathering is carried out through an extension action with English language teachers in initial and continuing education to provide experience with digital games as a multi-tool practice. It is considered as research instruments: questionnaires, reports, my notes and the interactions of participants in the Whatsapp group. This study aims to point out the possibilities of dialogue between the multiliteracies and English Language teachers in Education, encouraging them reflect on critical use of games as language practices.A proposta desta dissertação é fomentar uma reflexão quanto aos games no ensino de língua inglesa pelo viés dos multiletramentos. Para tal, discuto a percepção dos professores de língua inglesa em formação inicial e continuada quanto às práticas de linguagem que emergem dos games. Valer-se dos games para refletir sobre as práticas de linguagem fundamenta-se pela multiplicidade de linguagem e de cultura propiciadas pelos jogos digitais. As perspectivas e propostas apresentadas estão pautadas nos estudos sobre multiletramentos (COPE; KALANTIS, 2009; ROJO, 2012; GEE, 2003), que refletem as exigências da sociedade contemporânea a partir de novas modalidades da linguagem e que, por sua vez, articulam o uso das tecnologias digitais à educação linguística (GEE, 2003, 2004; LYNN, 2013; PRENSKY, 2001, 2012; SOUZA, 2011; MONTE MÓR, 2010, 2018). No que diz respeito aos aspectos metodológicos, o trabalho está ancorado na abordagem de natureza qualitativa, considerando as experiências dos sujeitos pesquisador e pesquisado (LARROSA, 2002, 2018) e os estudos da complexidade (MORIN, 2015). Acrescento ainda que diferentes práticas de leituras e interação em língua inglesa podem ser acionadas a partir dos games, estimulando o desenvolvimento social e intercultural. A escolha pelo jogo digital justifica-se por este fazer parte do cotidiano de crianças, adolescentes e adultos e por considerar que articular o uso das tecnologias digitais e as experiências dos estudantes – enquanto jogadores – ao contexto educacional é uma oportunidade de combinar multiletramentos e games, tornando mais significativo o ensino de línguas (GEE, 2003; PRENSKY, 2006). A coleta de informações é realizada por meio de uma ação de extensão com professores de língua inglesa em formação inicial e continuada para propiciar experiência com os jogos digitais como prática de multiletramentos. Como instrumentos de pesquisa foram considerados questionários, relatos, minhas notas e as interações dos participantes no grupo do Whatsapp. Este estudo busca apontar as possibilidades de diálogo entre os multiletramentos e à formação de professores de Língua Inglesa, encorajando-os quanto ao uso crítico de games como práticas de linguagem.Submitted by Marília Dias (bib.goias@ueg.br) on 2021-08-19T06:29:50Z No. of bitstreams: 2 MICHELY_GOMES_AVELAR.pdf: 1886893 bytes, checksum: 3cf02e1767272dfe33625947b85085e5 (MD5) license.txt: 2109 bytes, checksum: b76a28645f58b21aeda00ac459312a65 (MD5)Approved for entry into archive by Marília Dias (bib.goias@ueg.br) on 2021-08-19T06:31:24Z (GMT) No. of bitstreams: 2 MICHELY_GOMES_AVELAR.pdf: 1886893 bytes, checksum: 3cf02e1767272dfe33625947b85085e5 (MD5) license.txt: 2109 bytes, checksum: b76a28645f58b21aeda00ac459312a65 (MD5)Made available in DSpace on 2021-08-19T06:31:24Z (GMT). No. of bitstreams: 2 MICHELY_GOMES_AVELAR.pdf: 1886893 bytes, checksum: 3cf02e1767272dfe33625947b85085e5 (MD5) license.txt: 2109 bytes, checksum: b76a28645f58b21aeda00ac459312a65 (MD5) Previous issue date: 2019-11-28application/pdfporUniversidade Estadual de GoiásPrograma de Pós-Graduação Strito sensu em Língua, Literatura e Interculturalidade (POSLLI)UEGBrasilUEG ::Coordenação de Mestrado em Língua, Literatura e InterculturalidadeMultiletramentosFormação de professores de língua inglesaExperiênciaJogos digitaisGamesMultiliteraciesEnglish teacher educationExperienceDigital gamesLINGUISTICA, LETRAS E ARTESGame on : uma experiência com games na formação de professores de língua inglesaGame on : an experience with games in english teacher educationinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis3433046826870030623500500600-56128498339162596694828026023044017992info:eu-repo/semantics/openAccessreponame:Biblioteca Digital Brasileira de Teses e Dissertações da UEGinstname:Universidade Estadual de Goiás (UEG)instacron:UEGORIGINALMICHELY_GOMES_AVELAR.pdfMICHELY_GOMES_AVELAR.pdfapplication/pdf1886893http://10.20.60.80:8080/tede/bitstream/tede/779/2/MICHELY_GOMES_AVELAR.pdf3cf02e1767272dfe33625947b85085e5MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82109http://10.20.60.80:8080/tede/bitstream/tede/779/1/license.txtb76a28645f58b21aeda00ac459312a65MD51tede/7792023-08-22 19:54:35.221oai:tede2: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 Digital de Teses e Dissertaçõeshttps://www.bdtd.ueg.br/PUBhttps://www.bdtd.ueg.br/oai/requestbibliotecaunucet@ueg.br||opendoar:2023-08-22T22:54:35Biblioteca Digital Brasileira de Teses e Dissertações da UEG - Universidade Estadual de Goiás (UEG)false |
| dc.title.por.fl_str_mv |
Game on : uma experiência com games na formação de professores de língua inglesa |
| dc.title.alternative.eng.fl_str_mv |
Game on : an experience with games in english teacher education |
| title |
Game on : uma experiência com games na formação de professores de língua inglesa |
| spellingShingle |
Game on : uma experiência com games na formação de professores de língua inglesa Avelar, Michely Gomes Multiletramentos Formação de professores de língua inglesa Experiência Jogos digitais Games Multiliteracies English teacher education Experience Digital games LINGUISTICA, LETRAS E ARTES |
| title_short |
Game on : uma experiência com games na formação de professores de língua inglesa |
| title_full |
Game on : uma experiência com games na formação de professores de língua inglesa |
| title_fullStr |
Game on : uma experiência com games na formação de professores de língua inglesa |
| title_full_unstemmed |
Game on : uma experiência com games na formação de professores de língua inglesa |
| title_sort |
Game on : uma experiência com games na formação de professores de língua inglesa |
| author |
Avelar, Michely Gomes |
| author_facet |
Avelar, Michely Gomes |
| author_role |
author |
| dc.contributor.advisor1.fl_str_mv |
Freitas, Carla Conti de |
| dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/5357556016311932 |
| dc.contributor.referee1.fl_str_mv |
Freitas, Carla Conti de |
| dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/5357556016311932 |
| dc.contributor.referee2.fl_str_mv |
Monte Mor, Walkyria |
| dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/5539890496701947 |
| dc.contributor.referee3.fl_str_mv |
Lopes, Cristiane Rosa |
| dc.contributor.referee3Lattes.fl_str_mv |
http://lattes.cnpq.br/5818321410864812 |
| dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/3317771278922803 |
| dc.contributor.author.fl_str_mv |
Avelar, Michely Gomes |
| contributor_str_mv |
Freitas, Carla Conti de Freitas, Carla Conti de Monte Mor, Walkyria Lopes, Cristiane Rosa |
| dc.subject.por.fl_str_mv |
Multiletramentos Formação de professores de língua inglesa Experiência Jogos digitais Games |
| topic |
Multiletramentos Formação de professores de língua inglesa Experiência Jogos digitais Games Multiliteracies English teacher education Experience Digital games LINGUISTICA, LETRAS E ARTES |
| dc.subject.eng.fl_str_mv |
Multiliteracies English teacher education Experience Digital games |
| dc.subject.cnpq.fl_str_mv |
LINGUISTICA, LETRAS E ARTES |
| description |
The purpose of this project is to encourage reflection on games in English language teaching through the bias of multiliteracies. To this end, we discuss the perception of English language teachers (in education and professional levels) regarding the language practices that emerge from games. Using games to reflect on language practices is based on the multiplicity of language and culture provided by digital games. The perspectives and proposals presented are based on studies on multiliteracies (COPE; KALANTIS, 2009; ROJO, 2012; GEE, 2003), reflecting on new modalities of language emerged by contemporary society, and articulate the use of digital technologies to language education (GEE, 2003, 2004; LYNN, 2013; PRENSKY, 2001, 2012; SOUZA, 2011; MONTE MÓR, 2010, 2018). The research considered a qualitative approach based on the experiences of the researched and researched subjects (LARROSA, 2002, 2018) and the studies of complexity (MORIN, 2015). I also add that different practices of reading and interaction in English can be triggered from games, stimulating social and intercultural development. The choice for the digital game is justified by the fact that it is part of the daily life of children and adolescents and considering that articulating the use of digital technologies and the students' experiences - as players - to the educational context is an opportunity to combine multi-skills and games, making language teaching (GEE, 2003; PRENSKY, 2006). Information gathering is carried out through an extension action with English language teachers in initial and continuing education to provide experience with digital games as a multi-tool practice. It is considered as research instruments: questionnaires, reports, my notes and the interactions of participants in the Whatsapp group. This study aims to point out the possibilities of dialogue between the multiliteracies and English Language teachers in Education, encouraging them reflect on critical use of games as language practices. |
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2019 |
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2019-11-28 |
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2021-08-19T06:31:24Z |
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AVELAR, Michely Gomes. "Game on": uma experiência com games na formação de professores de língua inglesa. 2019. 105 f. Dissertação (Mestrado em Língua, Literatura e Interculturalidade) – Câmpus Cora Coralina, Universidade Estadual de Goiás, Goiás, GO, 2020. |
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http://www.bdtd.ueg.br/handle/tede/779 |
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AVELAR, Michely Gomes. "Game on": uma experiência com games na formação de professores de língua inglesa. 2019. 105 f. Dissertação (Mestrado em Língua, Literatura e Interculturalidade) – Câmpus Cora Coralina, Universidade Estadual de Goiás, Goiás, GO, 2020. |
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