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Dissertação
Manual de estudos: jogos educacionais no ensino de inglês
Learning a new language brings many benefits to people. By studying a second language, students develop linguistic, cognitive and social skills. However, generally, students do not actively participate in classes. In this sense, a way to encourage students' motivation, involve them in the prop...
Autor principal: | DUTRA, Gabriela Maria Lima Machado |
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Grau: | Dissertação |
Idioma: | por |
Publicado em: |
Universidade Federal do Pará
2023
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Assuntos: | |
Acesso em linha: |
https://repositorio.ufpa.br/jspui/handle/2011/16005 |
Resumo: |
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Learning a new language brings many benefits to people. By studying a second language,
students develop linguistic, cognitive and social skills. However, generally, students do not
actively participate in classes. In this sense, a way to encourage students' motivation, involve
them in the proposed activities and help them in their learning process, presents the use of
educational games in English language classes. However, this theme is not much addressed
during the undergraduate course and this can cause a gap in the training of future teachers on
the use of this methodological resource. With this, the present work started from the following
focus question: How can a study manual complement the training of students of the Degree in
Literature - Qualification in English on the use of educational games in teaching English? The
work has the general objective: To elaborate a manual, with elements of in its construction, to
complement the initial formation of the students of the Degree in Letters – Qualification in
English at UEPA, Belém campus, about educational games. With this, the product “Learn,
create and play games: educational games for teaching English” was built. The research
addresses concepts about communicative language teaching, games in English language
teaching and learning and the practice of educational games in the initial training of English
teachers. The research methodology has a qualitative approach and the methodological route
has three stages: in the first phase, a bibliographical research was carried out in digital
educational platforms such as academic google, eduCAPES, Periodicals of CAPES and BDTD;
in the second stage, the documental analysis of the Pedagogical Project of the Language Course
– English Language took place and, finally, a questionnaire was applied to the 2nd and 3rd year
students and, also, to the professors of the mentioned course. The testing and validation of the
product took place at the aforementioned university and course, with 2nd and 3rd year students.
During this period, it was possible to refine the contents of the created artifact and confirm
usability aspects of the games, after presenting the elements and suggestions of types of games
contained in the educational product. In view of this, it is believed that the product has potential
in complementing the training of students of the Letters - English Language course, since
knowing about the use of games in education not only prepares students for the future of
education, but also enriches their training as teachers, offering them additional pedagogical
tools and stimulating their creativity and innovation. |