Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: Sena Júnior, Flávio Brito de
Orientador(a): Leurquin, Eulália Vera Lúcia Fraga
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Área do conhecimento CNPq:
Link de acesso: http://repositorio.ufc.br/handle/riufc/79343
Resumo: This research presents a study on the contribution of gamification, as an intervention device for reading and understanding the literary text, O Quinze, by Raquel de Queiroz. To this end, the general objective was to analyze the interactive coherence and production context of this work, with regard to enunciative mechanisms, within a socio-discursive interactionist reading teaching perspective, using gamification as an intervention device for text reading. literary. With this purpose in mind, the theoretical-methodological current chosen was sociodiscursive interactionism (ISD), which is based, for treatment with the text, on both the socio-historical-cultural context of the actors involved in reading and the conditions of production. of the text, having in the studies of Bronckart (1999, 2023) and Neves (2011), with regard to enunciative mechanisms, the reference basis for the analysis of voices and modalities, respectively. Regarding analyzes focused on reading perspectives and levels of comprehension, the analyzes were based on studies by Marcuschi (2008) and Menegassi (1995), in that order. The method used was action research, in which nine students, from a state school in the state of Ceará, were involved in the research, three students, of both sexes, representing each of the high school grades. The methodological path lasted the 2023 academic year and had two moments: reading the work and gamified reading activity. At first, reading activities were carried out. In the second moment, gamification was used as a data generation tool. After carrying out these procedures, the analysis turned to the students' subjective responses. The relationship between voices and modulators and the identification of enunciative positions, the reading perspective and the level of understanding were taken into consideration. From this analysis, it was verified that gamification contributed to student understanding at the literal, inferential, interpretative and improper levels. However, it is clear that the level of interpretative understanding was not presented in a similar way for all students and, therefore, it is concluded that gamification, as an intervention device for reading and understanding literary texts, did not contribute to all students reached the level of critical understanding.
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spelling Sena Júnior, Flávio Brito deLeurquin, Eulália Vera Lúcia Fraga2025-01-13T11:42:51Z2025-01-13T11:42:51Z2024SENA JÚNIOR, Flávio Brito de. Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze. 2024. 237 f. Tese (Doutorado em Linguística) - Programa de Pós-graduação em Linguística, Centro de Humanidades, Universidade Federal do Ceará, Fortaleza, 2024.http://repositorio.ufc.br/handle/riufc/79343This research presents a study on the contribution of gamification, as an intervention device for reading and understanding the literary text, O Quinze, by Raquel de Queiroz. To this end, the general objective was to analyze the interactive coherence and production context of this work, with regard to enunciative mechanisms, within a socio-discursive interactionist reading teaching perspective, using gamification as an intervention device for text reading. literary. With this purpose in mind, the theoretical-methodological current chosen was sociodiscursive interactionism (ISD), which is based, for treatment with the text, on both the socio-historical-cultural context of the actors involved in reading and the conditions of production. of the text, having in the studies of Bronckart (1999, 2023) and Neves (2011), with regard to enunciative mechanisms, the reference basis for the analysis of voices and modalities, respectively. Regarding analyzes focused on reading perspectives and levels of comprehension, the analyzes were based on studies by Marcuschi (2008) and Menegassi (1995), in that order. The method used was action research, in which nine students, from a state school in the state of Ceará, were involved in the research, three students, of both sexes, representing each of the high school grades. The methodological path lasted the 2023 academic year and had two moments: reading the work and gamified reading activity. At first, reading activities were carried out. In the second moment, gamification was used as a data generation tool. After carrying out these procedures, the analysis turned to the students' subjective responses. The relationship between voices and modulators and the identification of enunciative positions, the reading perspective and the level of understanding were taken into consideration. From this analysis, it was verified that gamification contributed to student understanding at the literal, inferential, interpretative and improper levels. However, it is clear that the level of interpretative understanding was not presented in a similar way for all students and, therefore, it is concluded that gamification, as an intervention device for reading and understanding literary texts, did not contribute to all students reached the level of critical understanding.Esta pesquisa apresenta um estudo sobre a contribuição da gamificação, como dispositivo de intervenção de leitura e compreensão do texto literário, O quinze, de Raquel de Queiroz. Para tal, foi proposto como objetivo geral analisar a coerência interativa e o contexto de produção dessa obra, no que se refere aos mecanismos enunciativos, dentro de uma perspectiva de ensino de leitura interacionista sociodiscursiva, utilizando a gamificação como dispositivo de intervenção da leitura do texto literário. Tendo esse propósito em mente, a corrente teórico-metodológica escolhida foi o interacionismo sociodiscursivo (ISD), que tem como base, para o tratamento com o texto, tanto o contexto sócio-histórico-cultural dos atores envolvidos na leitura quanto as condições de produção do texto, tendo nos estudos de Bronckart (1999, 2023) e de Neves (2011), no que tange aos mecanismos enunciativos, a base de referência para a análise de vozes e de modalizações, respectivamente. Já no tocante às análises voltadas para as perspectivas de leitura e níveis de compreensão, as análises tiveram como base os estudos de Marcuschi (2008) e de Menegassi (1995), nessa devida ordem. O método usado foi a pesquisa-ação, no qual nove alunos, de uma escola da rede estadual de ensino do estado do Ceará, estiveram envolvidos na pesquisa, sendo três alunos, de ambos os sexos, representando cada uma das séries do ensino médio. O percurso metodológico durou o ano letivo de 2023 e teve dois momentos: leitura da obra e atividade de leitura gamificada. No primeiro momento, foram feitas atividades de leitura1 . No segundo momento, foi utilizada a gamificação2 , como instrumento de geração de dados. Realizados tais procedimentos, a análise se voltou para as respostas discursivas dos alunos. Foram levados em consideração a relação vozes e modalizadores e identificação de posicionamentos enunciativos, a perspectiva de leitura e o nível de compreensão. A partir dessa análise, foi verificado que a gamificação contribuiu para a compreensão do aluno nos níveis literal, inferencial, interpretativo e indevido. Entretanto, percebe-se que o nível de compreensão interpretativo não se apresentou de forma similar para todos os alunos e, portanto, conclui-se que a gamificação, como dispositivo de intervenção de leitura e compreensão do texto literário, não contribuiu para que todos os alunos alcançassem o nível de compreensão crítica.Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinzeinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisLeituraCompreensãoInteracionismo sociodiscursivoVozesModalizaçõesGamificaçãoReadingUnderstandingSociodiscursive interactionismVoicesModalitiesGamificationCNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICAinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttps://orcid.org/0009-0009-8579-798Xhttp://lattes.cnpq.br/8053427128032306https://orcid.org/0000-0001-7532-1210http://lattes.cnpq.br/84815002141528872025-01-13ORIGINAL2024_tese_fbsjunior.pdf2024_tese_fbsjunior.pdfapplication/pdf5574840http://repositorio.ufc.br/bitstream/riufc/79343/1/2024_tese_fbsjunior.pdf09f2043731115e6f84c28d8aa0fde0c0MD51LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/79343/2/license.txt8a4605be74aa9ea9d79846c1fba20a33MD52riufc/793432025-01-13 09:02:48.326oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2025-01-13T12:02:48Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false
dc.title.pt_BR.fl_str_mv Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
title Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
spellingShingle Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
Sena Júnior, Flávio Brito de
CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA
Leitura
Compreensão
Interacionismo sociodiscursivo
Vozes
Modalizações
Gamificação
Reading
Understanding
Sociodiscursive interactionism
Voices
Modalities
Gamification
title_short Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
title_full Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
title_fullStr Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
title_full_unstemmed Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
title_sort Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze
author Sena Júnior, Flávio Brito de
author_facet Sena Júnior, Flávio Brito de
author_role author
dc.contributor.author.fl_str_mv Sena Júnior, Flávio Brito de
dc.contributor.advisor1.fl_str_mv Leurquin, Eulália Vera Lúcia Fraga
contributor_str_mv Leurquin, Eulália Vera Lúcia Fraga
dc.subject.cnpq.fl_str_mv CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA
topic CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA
Leitura
Compreensão
Interacionismo sociodiscursivo
Vozes
Modalizações
Gamificação
Reading
Understanding
Sociodiscursive interactionism
Voices
Modalities
Gamification
dc.subject.ptbr.pt_BR.fl_str_mv Leitura
Compreensão
Interacionismo sociodiscursivo
Vozes
Modalizações
Gamificação
dc.subject.en.pt_BR.fl_str_mv Reading
Understanding
Sociodiscursive interactionism
Voices
Modalities
Gamification
description This research presents a study on the contribution of gamification, as an intervention device for reading and understanding the literary text, O Quinze, by Raquel de Queiroz. To this end, the general objective was to analyze the interactive coherence and production context of this work, with regard to enunciative mechanisms, within a socio-discursive interactionist reading teaching perspective, using gamification as an intervention device for text reading. literary. With this purpose in mind, the theoretical-methodological current chosen was sociodiscursive interactionism (ISD), which is based, for treatment with the text, on both the socio-historical-cultural context of the actors involved in reading and the conditions of production. of the text, having in the studies of Bronckart (1999, 2023) and Neves (2011), with regard to enunciative mechanisms, the reference basis for the analysis of voices and modalities, respectively. Regarding analyzes focused on reading perspectives and levels of comprehension, the analyzes were based on studies by Marcuschi (2008) and Menegassi (1995), in that order. The method used was action research, in which nine students, from a state school in the state of Ceará, were involved in the research, three students, of both sexes, representing each of the high school grades. The methodological path lasted the 2023 academic year and had two moments: reading the work and gamified reading activity. At first, reading activities were carried out. In the second moment, gamification was used as a data generation tool. After carrying out these procedures, the analysis turned to the students' subjective responses. The relationship between voices and modulators and the identification of enunciative positions, the reading perspective and the level of understanding were taken into consideration. From this analysis, it was verified that gamification contributed to student understanding at the literal, inferential, interpretative and improper levels. However, it is clear that the level of interpretative understanding was not presented in a similar way for all students and, therefore, it is concluded that gamification, as an intervention device for reading and understanding literary texts, did not contribute to all students reached the level of critical understanding.
publishDate 2024
dc.date.issued.fl_str_mv 2024
dc.date.accessioned.fl_str_mv 2025-01-13T11:42:51Z
dc.date.available.fl_str_mv 2025-01-13T11:42:51Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.citation.fl_str_mv SENA JÚNIOR, Flávio Brito de. Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze. 2024. 237 f. Tese (Doutorado em Linguística) - Programa de Pós-graduação em Linguística, Centro de Humanidades, Universidade Federal do Ceará, Fortaleza, 2024.
dc.identifier.uri.fl_str_mv http://repositorio.ufc.br/handle/riufc/79343
identifier_str_mv SENA JÚNIOR, Flávio Brito de. Leitura de texto literário: a gamificação digital como dispositivo para a compreensão da obra O quinze. 2024. 237 f. Tese (Doutorado em Linguística) - Programa de Pós-graduação em Linguística, Centro de Humanidades, Universidade Federal do Ceará, Fortaleza, 2024.
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