Game on: a leitura em jogo na sala de aula de língua estrangeira

With the continuous advancement of technology, more and more, smart devices and social media applications are part of different social interaction situations. In this sense, research in Applied Linguistics has been pointing to the presence of Digital Information and Communication Technologies, hence...

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Autor principal: Vogelmann, Talisson Subtil
Formato: Dissertação
Idioma: Português
Publicado em: Universidade Tecnológica Federal do Paraná 2022
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spelling riut-1-282942022-05-07T06:08:08Z Game on: a leitura em jogo na sala de aula de língua estrangeira Game on: reading at play in the foreign language classroom Vogelmann, Talisson Subtil Silveira, Ana Paula Pinheiro da https://orcid.org/0000-0001-6951-6425 http://lattes.cnpq.br/4943005730602856 Silveira, Ana Paula Pinheiro da https://orcid.org/0000-0001-6951-6425 http://lattes.cnpq.br/4943005730602856 Bergamini, Claudia Vanessa https://orcid.org/0000-0002-3528-7465 http://lattes.cnpq.br/2912524167886364 Remenche, Maria de Lourdes Rossi https://orcid.org/ 0000-0003-3283-9890 http://lattes.cnpq.br/6197033117159924 Jogos eletrônicos Letramento Tecnologia educacional Linguagem e línguas - Estudo e ensino Jogos educativos Tecnologia da informação Comunicação e tecnologia Electronic games Literacy Educational technology Language and languages - Study and teaching Educational games Information technology Communication and technology CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS Letras With the continuous advancement of technology, more and more, smart devices and social media applications are part of different social interaction situations. In this sense, research in Applied Linguistics has been pointing to the presence of Digital Information and Communication Technologies, henceforth TDIC, in the educational context. Students, inserted in this scenario, make use of social practices of reading and writing that involve different languages inside and outside the classroom and, increasingly, work creatively, collaboratively and critically on the internet. The 5th edition of the Portraits of Reading Survey in Brazil (2019) confirms this perspective, which points to a drop in the habit of reading and, on the other hand, an increase in the use of social networks and the internet, including for games among schoolage subjects. These results lead us to infer that, in the digital space, cultural offerings such as online games and streaming platforms compete with reading books. This preference of children and young people reaffirm the need to think of reading and writing practices in new media as a way of teaching/learning through playfulness, moving games from the sphere of entertainment to that of education. Thus, this research takes as its object of study the digital game “What Remains of Edith Finch” (GIANT SPARROW, 2017). Thus, this qualitative, exploratory and interpretive research seeks to answer the following question: “How is the pedagogy of multiliteracies present in digital games, especially in the game What Remains of Edith Finch?”. To answer it, it is assumed as a general objective to understand, from the pedagogy of multiliteracies, the possibility of using the digital game What Remains of Edith Finch for the teaching of reading in the subject of Foreign Language. In order to achieve this objective, the interrelationship between language and technology (BAKHTIN, 1986; PINTO, 2005; VARGAS, 2001), concepts from the Multiliteracies (NEW LONDON GROUP, 1996; COPE & KALANTZIS, 2000, 2009), concepts of digital games (EGENFELDT-NIELSEN, 2005; GEE, 2003, 2007; SALEN & ZIMMERMAN, 2005) and reflections on Foreign Language Teaching (GEE, 2011; OSTENSON, 2013; TOOMEY, 2013) are used as a theoretical contribution. Based on theoretical reflections, the analysis of the game establishes relationships with multiliteracies, with multiliterate practices and with the teaching of reading a foreign language. Finally, with the combination of the theoretical framework and the analysis, it can be noted that not only the aspects of multiliteracies are present in the game in question, but mainly how multimodality and genres are relevant and complex within the game. In addition, the game goes beyond the idea of a tool, and becomes a literary game, which when used, becomes a new mode of expression for literature in the classroom. Com o avanço contínuo da tecnologia, cada vez mais, dispositivos inteligentes e aplicativos de mídia social fazem parte das diferentes situações de interação social. Nesse sentido, pesquisas em Linguística Aplicada vêm apontando para a presença das Tecnologias Digitais da Informação e Comunicação no contexto educacional. Os estudantes, inseridos nesse cenário, fazem uso de práticas sociais de leitura e escrita que envolvem diferentes linguagens dentro e fora da sala de aula e, cada vez mais, trabalham de forma criativa, colaborativa e crítica na Internet. Confirma essa perspectiva, a 5ª edição da Pesquisa Retratos da Leitura no Brasil (2019) que aponta uma queda no hábito de leitura e, em contrapartida, um crescimento no uso das redes sociais e da Internet, inclusive para os jogos entre os sujeitos em idade escolar. Esses resultados nos levam a inferir que, no espaço digital, as ofertas culturais como, os jogos on-line e as plataformas de streaming, competem com a leitura de livros. Essa preferência das crianças e jovens reafirma a necessidade de pensarmos as práticas de leitura e escrita nas novas mídias como uma maneira de ensinar/aprender por meio da ludicidade, deslocando os jogos da esfera do entretenimento para a da educação. Assim, esta pesquisa assume como objeto de estudo o jogo digital What Remains of Edith Finch (GIANT SPARROW, 2017). Dessa forma, esta pesquisa qualitativa, de caráter exploratório e de cunho interpretativista, busca responder à seguinte pergunta: “De que forma a pedagogia dos multiletramentos se faz presente nos jogos digitais, em especial no jogo What Remains of Edith Finch?”. Para respondê-la, assume-se como objetivo geral compreender, a partir da pedagogia dos multiletramentos, a possibilidade do uso do jogo digital What Remains of Edith Finch para o ensino de leitura na disciplina de Língua Estrangeira. Com vistas a atingir tal objetivo, serão empregados como aporte teórico a interrelação entre linguagem e tecnologia (BAKHTIN, 1986; PINTO, 2005; VARGAS, 2001), conceitos dos Multiletramentos (GRUPO DE NOVA LONDRES, 1996; COPE & KALANTZIS, 2000, 2009), conceitos dos jogos digitais (EGENFELDT-NIELSEN, 2005; GEE, 2003, 2007; SALEN & ZIMMERMAN, 2005), reflexões sobre o Ensino de Língua Estrangeira (GEE, 2011; OSTENSON, 2013; TOOMEY, 2013). A partir das reflexões teóricas, a análise do jogo estabelece relações com os multiletramentos, com as práticas multiletradas e com o ensino de leitura de língua estrangeira. Por fim, com a combinação do referencial teórico com a análise, pode-se notar que não apenas os aspectos dos multiletramentos estão presentes no jogo em questão, mas principalmente como a multimodalidade e os gêneros são relevantes e complexos dentro do jogo. Além disso, o jogo vai além da ideia de ferramenta e se transforma em um jogo literário, que, quando utilizado, se torna um novo modo de expressão para a literatura em sala de aula. 2022-05-06T12:59:29Z 2022-05-06T12:59:29Z 2022-03-28 masterThesis VOGELMANN, Talisson Subtil. Game on: a leitura em jogo na sala de aula de língua estrangeira. 2022. Dissertação (Mestrado em Estudos de Linguagens) - Universidade Tecnológica Federal do Paraná, Curitiba, 2022. http://repositorio.utfpr.edu.br/jspui/handle/1/28294 por openAccess http://creativecommons.org/licenses/by/4.0/ application/pdf Universidade Tecnológica Federal do Paraná Curitiba Brasil Programa de Pós-Graduação em Estudos de Linguagens UTFPR
institution Universidade Tecnológica Federal do Paraná
collection RIUT
language Português
topic Jogos eletrônicos
Letramento
Tecnologia educacional
Linguagem e línguas - Estudo e ensino
Jogos educativos
Tecnologia da informação
Comunicação e tecnologia
Electronic games
Literacy
Educational technology
Language and languages - Study and teaching
Educational games
Information technology
Communication and technology
CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
Letras
spellingShingle Jogos eletrônicos
Letramento
Tecnologia educacional
Linguagem e línguas - Estudo e ensino
Jogos educativos
Tecnologia da informação
Comunicação e tecnologia
Electronic games
Literacy
Educational technology
Language and languages - Study and teaching
Educational games
Information technology
Communication and technology
CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
Letras
Vogelmann, Talisson Subtil
Game on: a leitura em jogo na sala de aula de língua estrangeira
description With the continuous advancement of technology, more and more, smart devices and social media applications are part of different social interaction situations. In this sense, research in Applied Linguistics has been pointing to the presence of Digital Information and Communication Technologies, henceforth TDIC, in the educational context. Students, inserted in this scenario, make use of social practices of reading and writing that involve different languages inside and outside the classroom and, increasingly, work creatively, collaboratively and critically on the internet. The 5th edition of the Portraits of Reading Survey in Brazil (2019) confirms this perspective, which points to a drop in the habit of reading and, on the other hand, an increase in the use of social networks and the internet, including for games among schoolage subjects. These results lead us to infer that, in the digital space, cultural offerings such as online games and streaming platforms compete with reading books. This preference of children and young people reaffirm the need to think of reading and writing practices in new media as a way of teaching/learning through playfulness, moving games from the sphere of entertainment to that of education. Thus, this research takes as its object of study the digital game “What Remains of Edith Finch” (GIANT SPARROW, 2017). Thus, this qualitative, exploratory and interpretive research seeks to answer the following question: “How is the pedagogy of multiliteracies present in digital games, especially in the game What Remains of Edith Finch?”. To answer it, it is assumed as a general objective to understand, from the pedagogy of multiliteracies, the possibility of using the digital game What Remains of Edith Finch for the teaching of reading in the subject of Foreign Language. In order to achieve this objective, the interrelationship between language and technology (BAKHTIN, 1986; PINTO, 2005; VARGAS, 2001), concepts from the Multiliteracies (NEW LONDON GROUP, 1996; COPE & KALANTZIS, 2000, 2009), concepts of digital games (EGENFELDT-NIELSEN, 2005; GEE, 2003, 2007; SALEN & ZIMMERMAN, 2005) and reflections on Foreign Language Teaching (GEE, 2011; OSTENSON, 2013; TOOMEY, 2013) are used as a theoretical contribution. Based on theoretical reflections, the analysis of the game establishes relationships with multiliteracies, with multiliterate practices and with the teaching of reading a foreign language. Finally, with the combination of the theoretical framework and the analysis, it can be noted that not only the aspects of multiliteracies are present in the game in question, but mainly how multimodality and genres are relevant and complex within the game. In addition, the game goes beyond the idea of a tool, and becomes a literary game, which when used, becomes a new mode of expression for literature in the classroom.
format Dissertação
author Vogelmann, Talisson Subtil
author_sort Vogelmann, Talisson Subtil
title Game on: a leitura em jogo na sala de aula de língua estrangeira
title_short Game on: a leitura em jogo na sala de aula de língua estrangeira
title_full Game on: a leitura em jogo na sala de aula de língua estrangeira
title_fullStr Game on: a leitura em jogo na sala de aula de língua estrangeira
title_full_unstemmed Game on: a leitura em jogo na sala de aula de língua estrangeira
title_sort game on: a leitura em jogo na sala de aula de língua estrangeira
publisher Universidade Tecnológica Federal do Paraná
publishDate 2022
citation VOGELMANN, Talisson Subtil. Game on: a leitura em jogo na sala de aula de língua estrangeira. 2022. Dissertação (Mestrado em Estudos de Linguagens) - Universidade Tecnológica Federal do Paraná, Curitiba, 2022.
url http://repositorio.utfpr.edu.br/jspui/handle/1/28294
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score 10,814766