PEDAGOGICAL GUIDANCE GUIDE FOR TEACHING PORTUGUESE IN BASIC EDUCATION: PROPOSALS WITH GAMIFIED MODELS, VIRTUAL PLATFORMS AND DIGITAL APPLICATIONS

Authors

Keywords:

Digital games, Gamification, Portuguese language

Abstract

This work presents a pedagogical orientation guide for the teaching of the Portuguese language from gamified solutions, virtual platforms and digital applications. This document is linked to research developed in the Master's course of the Stricto Sensu Graduate Program for Teacher Training and Interdisciplinary Practices (PPGFPPI) at the University of Pernambuco (UPE) Campus Petrolina. The objective is to contribute to the pedagogical training of teachers regarding active methodologies, which in this material are composed of digital games and gamification strategies. This educational product is configured as an E-book built from the needs presented by Portuguese Language teachers in the locus of our research, as a way of suggesting the use of games and their strategies in more engaged and meaningful learning processes. It is noteworthy that these proposals should not be strictly followed by teachers, but need to be evaluated based on their didactic needs.

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Author Biographies

Adriana Lúcia Ramos, Master's Student in Teacher Training and Interdisciplinary Practices at the University of Pernambuco - Brazil

Graduated in Letters. Teacher in the Network at the Municipality of Petrolina. Member of the research group Interdisciplinary Itineraries in Studies on the Imaginary, Languages and Cultures.

Renata Ferreira Rios, Professor at the Professional Master's Degree in Letters (PROFLETRAS National Network) at the University of Pernambuco - Brazil

Doctor in Linguistics at the Federal University of Goiás. She leads the Study and Research Group on Language Teaching.

Geam Karlo-Gomes, Professor at the Professional Master's Degree in Letters (PROFLETRAS Rede Nacional) and at the Postgraduate Program in Teacher Training and Interdisciplinary Practices at the University of Pernambuco - Brazil

Doctor in Literature and Interculturality from the State University of Paraíba. Leader of the research group Interdisciplinary Itineraries in Studies on the Imaginary, Languages and Cultures.

References

ALVES, Flora. Gamification: como criar experiências de aprendizagem engajadoras: um guia completo – do conceito à prática. 2. ed., rev. e ampl. São Paulo: DVS Editora. 2015. 172 p.

BRASIL. Ministério da Educação. Base Nacional Comum Curricular: Educação é a base. Brasília: Ministério da Educação, 2018. Disponível em: http://basenacionalcomum.mec.gov.br/images/BNCC_EI_EF_110518_versaofinal_site.pdf. Acesso em: 28 fev. 2022.

BURKE, Brian. Gamificar: como a gamificação motiva as pessoas a fazerem coisas extraordinárias. Tradução: Sieben Gruppe. São Paulo: DVS Editora, 2015. 166 p. Título original: Gamify: how gamification motives people to do extraordinary things.

HUIZINGA, Johan. Homo Ludens. Tradução: João Paulo Monteiro. 4. ed. São Paulo: Editora Perspectiva S.A., 2000. 162 p. Título original: Homo Ludens - vom Unprung der Kultur im Spiel. Digital Source.

MORAN, José Manuel, MASETTO Marcos T., BEHRENS, Marilda Aparecida. Novas tecnologias e mediação pedagógica. São Paulo: Papirus, 2000. 175 p - (Coleção Papirus Educação).

PERRENOUD, Philippe. Dez novas competências para ensinar. Porto Alegre: Artes Médicas Sul, 2000. 181 p.

PRENSKY, Marc. Nativos Digitais, Imigrantes Digitais. NCB University Press, Vol. 9 No. 5, Outubro 2001. Tradução: Roberta de Moraes Jesus de Souza. Acesso em: Ago/2014 Disponível em: <http://pt.scribd.com/doc/55575941/Nativos-Digitais-Imigrantes-Digitais-Prensky>

Published

2022-07-11

How to Cite

RAMOS, A. L. .; RIOS, R. F.; KARLO-GOMES, G. PEDAGOGICAL GUIDANCE GUIDE FOR TEACHING PORTUGUESE IN BASIC EDUCATION: PROPOSALS WITH GAMIFIED MODELS, VIRTUAL PLATFORMS AND DIGITAL APPLICATIONS. Cenas Educacionais, [S. l.], v. 5, p. e14194, 2022. Disponível em: https://revistas.uneb.br/index.php/cenaseducacionais/article/view/14194. Acesso em: 21 nov. 2024.

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Section

Teaching Materials/Objects

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