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Case study: Stardew Valley a technological game as tool to enrich english classes
This article aims to present a case study with two first year high school students for the use of the Stardew Valley game in English learning. The theoretical framework is based on the principles of digital culture (PRENSKY, 2001, 2010; PALFREY; GASSER, 2011; ZOLTÁN, 2001; BRASIL, 2016; among others...
Autor principal: | MUNIZ, Jhessy Eduarda Soares |
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oai:https:--bdm.ufpa.br:8443:prefix-55562023-05-29T14:11:39Z Case study: Stardew Valley a technological game as tool to enrich english classes MUNIZ, Jhessy Eduarda Soares CABRAL, Alex Rafael Costa http://lattes.cnpq.br/8383033071094919 Case study Stardew Valley Motivation Digital technologies CNPQ::CIENCIAS HUMANAS::EDUCACAO This article aims to present a case study with two first year high school students for the use of the Stardew Valley game in English learning. The theoretical framework is based on the principles of digital culture (PRENSKY, 2001, 2010; PALFREY; GASSER, 2011; ZOLTÁN, 2001; BRASIL, 2016; among others) as a way of integrating it into the classroom environment in the Brazilian context, in which students can consciously appropriate games and technologies. Regarding the methodology, this research is characterized as a qualitative case study (GERRING, 2019) and uses an interview as a research instrument. The data were generated in a sequence of classes given in the English language discipline at the Escola Estadual de Ensino Médio Melvin Jones (EEEMMJ). The results show that the Stardew Valley game can contribute to innovative learning for students, when leaving, for example, traditional teaching practices, as technologies allow students to connect to their everyday world outside the walls of the school. In addition, the teacher needs to adapt to the digital world and help the student to be autonomous in their learning. Therefore, it is worth mentioning that pedagogical innovation through games needs to be taught, to help the student from his needs. 2023-04-20T19:01:39Z 2023-04-20T19:01:39Z 2022 Trabalho de Conclusão de Curso - Graduação - Artigo MUNIZ, Jhessy Eduarda Soares. Case study: Stardew Valley a technological game as tool to enrich english classes. Orientador: Alex Rafael Costa Cabral. 2022. 20 f. Trabalho de Conclusão de Curso (Licenciado em Letras - Língua Inglesa) - Faculdade de Letras - Língua Inglesa, Campus Universitário de Altamira, Universidade Federal do Pará, Altamira, 2022. Disponível em: https://bdm.ufpa.br:8443/jspui/handle/prefix/5556. Acesso em:. https://bdm.ufpa.br:8443/jspui/handle/prefix/5556 Acesso Aberto Disponível na internet via correio eletrônico: bibaltamira@ufpa.br |
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Biblioteca Digital de Monografias - UFPA |
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MonografiaUFPA |
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Case study Stardew Valley Motivation Digital technologies CNPQ::CIENCIAS HUMANAS::EDUCACAO |
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Case study Stardew Valley Motivation Digital technologies CNPQ::CIENCIAS HUMANAS::EDUCACAO MUNIZ, Jhessy Eduarda Soares Case study: Stardew Valley a technological game as tool to enrich english classes |
topic_facet |
Case study Stardew Valley Motivation Digital technologies CNPQ::CIENCIAS HUMANAS::EDUCACAO |
description |
This article aims to present a case study with two first year high school students for the use of the Stardew Valley game in English learning. The theoretical framework is based on the principles of digital culture (PRENSKY, 2001, 2010; PALFREY; GASSER, 2011; ZOLTÁN, 2001; BRASIL, 2016; among others) as a way of integrating it into the classroom environment in the Brazilian context, in which students can consciously appropriate games and technologies. Regarding the methodology, this research is characterized as a qualitative case study (GERRING, 2019) and uses an interview as a research instrument. The data were generated in a sequence of classes given in the English language discipline at the Escola Estadual de Ensino Médio Melvin Jones (EEEMMJ). The results show that the Stardew Valley game can contribute to innovative learning for students, when leaving, for example, traditional teaching practices, as technologies allow students to connect to their everyday world outside the walls of the school. In addition, the teacher needs to adapt to the digital world and help the student to be autonomous in their learning. Therefore, it is worth mentioning that pedagogical innovation through games needs to be taught, to help the student from his needs. |
author_additional |
CABRAL, Alex Rafael Costa |
author_additionalStr |
CABRAL, Alex Rafael Costa |
format |
Artigo |
author |
MUNIZ, Jhessy Eduarda Soares |
title |
Case study: Stardew Valley a technological game as tool to enrich english classes |
title_short |
Case study: Stardew Valley a technological game as tool to enrich english classes |
title_full |
Case study: Stardew Valley a technological game as tool to enrich english classes |
title_fullStr |
Case study: Stardew Valley a technological game as tool to enrich english classes |
title_full_unstemmed |
Case study: Stardew Valley a technological game as tool to enrich english classes |
title_sort |
case study: stardew valley a technological game as tool to enrich english classes |
publishDate |
2023 |
url |
https://bdm.ufpa.br:8443/jspui/handle/prefix/5556 |
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1787155502394769408 |
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11.753896 |