Aquisição de vocabulário em inglês como língua estrangeira: jogabilidade digital The Sims
Resumo
O uso de recursos digitais para ambientes educacionais é um fenômeno bastante recente (SAVI; ULBRICHT, 2008). Embora pesquisas enfatizem a importância de integrar a tecnologia no currículo escolar, seu uso só se torna eficaz se bem integrado de forma significativa na sala de aula (PRENSKY, 2007; SQUIRE, 2006). Este artigo tem como objetivo caracterizar a aquisição de vocabulário e o uso do jogo digital The Sims, e investigar se e como auxilia no aprendizado de vocabulário de inglês como língua estrangeira. Os dados coletados envolveram participantes de uma escola pública em Florianópolis, SC, Brasil. Os instrumentos utilizados foram um pré-teste, um pós-teste, e um pós-teste postergado, bem como a escrita de uma narrativa. Os resultados indicaram The Sims como ferramenta eficaz para aquisição de vocabulário em inglês, uma vez que lida com vocabulário rotineiro e familiar e oferece uma nova vida virtual e aprendizado contextual para os jogadores.Downloads
Referências
AGHLARA, L.; TAMJID, N. H. The effect of digital games on Iranian children’s vocabulary retention in foreign language acquisition. Procedia – Social and Behavioral Sciences 29, pp. 552–560. 2011.
CALDERÓN, M.; SLAVIN, R.; SÁNCHEZ, M. Effective Instruction for English Learners. The Future of Children, vol. 21, no. 1, 2011.
CHIK, A. Learner autonomy development through digital gameplay. Journal of Digital Culture & Education, 3(1), 30–45. 2011.
CHIK, A. Digital Gaming and Language Learning: Autonomy and Community. Language Learning & Technology, volume 18, number 2, pp. 85–100. 2014.
CONNOLLY, T. M.; BOYLE, E. A.; MACARTHUR, E.; HAINEY, T.; BOYLE, J. M. A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59, pp. 661–686. 2012.
DEMPSEY, J. V.; LUCASSEN B.A.; HAYNES L.L.; CASEY M.S. Instructional applications of computer games. Annual Meeting of the American Educational Research Association (AERA). 1996.
DERAKHSHAN, A.; KHATIR, E. D. The Effects of Using Games on English Vocabulary Learning. Journal of Applied Linguistics and Language Research, volume 2, issue 2, pp. 39-47. 2015.
GEE, J. P. Learning by Design: good video games as learning machines. E–Learning and Digital Media, Volume 2, Number 1, pp. 5-16. 2005.
GEE, J. P. Deep learning properties of good digital games: How far can they go? In Serious Games: Mechanisms and Effects (pp. 67-82). Routledge Taylor & Francis Group. 2009.
GEE, J. P.; HAYES, E. R. Women and Gaming: The Sims and 21st Century Learning. Palgrave Macmillan. 2010.
GRAMIGNA, M. R. Jogos de Empresa. Pearson Education: São Paulo. 2007.
HATCH, E.; BROWN, C. Vocabulary, Semantics, and Language Education. Cambridge: Press Syndicate of the University of Cambridge. 1995.
JAVERLÄ, S.; EKMAN, I.; KIVIKANGAS, J. M.; RAVAJA, N. Digital Games as an Experiment Stimulus. Transactions of the Digital Games Research Association (DIGRA), volume 1, number 2. 2014.
KELLEY, J. G.; LESAUX, N. K.; KIEFFER, M. J.; FALLER, S. E. Effective Academic Vocabulary Instruction in the Urban Middle School. The Reading Teacher, 64(1), pp. 5–14. 2010.
LAUFER, B. What’s in a word that makes it hard or easy: some intralexical factors that affect the learning of words. In: Vocabulary: Description, Acquisition and Pedagogy. Schmitt, N. and McCarty, M. (eds.). Pp. 140 – 155. 1997.
LAUFER, B. From word parts to full texts: Searching for effective methods of vocabulary learning. Language Teaching Research, volume 21, number 1, pp. 5–11. 2017.
LIU, S. H. J.; LAN, Y; JENKINS, J. R. Technology-Enhanced Strategy Use for Second Language Vocabulary Acquisition. English Teaching & Learning, 38 (2), pp. 105-130. 2014.
MCDERMOTT, K. B.; ROEDIGER, H.L. Memory (Encoding, Storage, Retrieval). Pp. 117-153. In: Butler, A. (Ed.) General Psychology FA2018. Noba Project: Milwaukie, OR. 2018.
MIN, Y. Vocabulary Acquisition: Practical Strategies for ESL Students. Journal of International Students. Volume 3, Issue 1, pp. 64- 69. 2013.
MORAN, J. A integração das tecnologias na educação. Retirado em 26/06/2015 de http://www.eca.usp.br/prof/moran/site/textos/tecnologias_eduacacao/integracao. pdf. 2013.
NATION, I. S. P. The Goal of Vocabulary Learning. Teaching and learning vocabulary. New York: Newbury House, 1st Ed. (pp. 6-22). 1990.
NATION, I. S. P. Learning Vocabulary in Another Language. Cambridge University Press. 2001.
NATION, I.S.P. Vocabulary research into practice. Language Teaching, 44(4), 529-539. 2011.
OXFORD, R.; CROOKALL, D. Vocabulary Learning: A Critical Analysis of Techniques. TESL Canada Journal 7.2, 9-30. 1990.
PRENSKY, M. Digital Game-Based Learning. New York: Paragon House. 2007.
RAMOS, D. K.; LORENSET, C. C.; PETRI, G. Jogos Educacionais: Contribuições da Neurociência à Aprendizagem. Revista X (Universidade Federal do Paraná), Volume 2, pp. 1 – 17. 2016.
RANALLI, J. Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, volume 21, issue 5, pp. 441-455. 2008.
SAFFARIAN, R.; GORJIAN, B. Effect of computer-based video games for vocabulary acquisition among young children: An experimental study. Journal of Comparative Literature and Culture (JCLC), 1(3), pp. 44-48. 2012.
SAHRIR, M. S.; YUSRI G. A. R. (2012). Online Vocabulary Games for Teaching and Learning Arabic. GEMA Online® Journal of Language Studies. Vol.12 (3), pp. 961-977. 2012.
SAVI, R.; ULBRICHT, V. R. Jogos Digitais Educacionais: benefícios e desafios. Novas Tecnologias na Educação - CINTED-UFRGS, Vol. 6, número 2. 2008.
SCHMITT, N. Vocabulary in Language Teaching. Cambridge University Press, Cambridge.
SHANAHAN, T.; SHANAHAN, C. What Is Disciplinary Literacy and Why Does It Matter? Top Lang Disorders, Vol. 32, No. 1, pp. 7–18. 2000.
SOK, S. Deconstructing the Concept of ‘Incidental’ L2 Vocabulary Learning. Working papers in TESOL & Applied Linguistics, vol. 14, no. 2, pp. 21-37. 2014.
SØRENSEN, B. H.; MEYER, B. Serious games in language learning and teaching: A theoretical perspective. Proceedings of the 2007 Digital Games Research Association, pp. 559–566. Retrieved from http://www.digra.org/dl/db/07312.23426.pdf. 2007.
SQUIRE, K. From Content to Context: Videogames as Designed Experience. Educational Researcher, 35(8), 19-29. Sage Publications. 2006.
SYKES, J. M. - “Just” Playing Games? A Look at the Use of Digital Games for Language Learning. The Language Educator. October Special Issue on Technology, 2013, pp. 32-35. 2013.
SYKES, J. M.; REINHARDT, J. Language at play: digital games in second and foreign language teaching and learning. Boston, MA: Pearson. 2013.
TUMOLO, C. H. S. Recursos digitais e aprendizagem de inglês como língua estrangeira. Revista Ilha do Desterro, número 66, pp 203-238. 2014.
VAHDAT, S.; BEHBAHANI, A. R. The Effect of Video Games on Iranian EFL Learners' Vocabulary Learning. Reading Matrix: An International Online Journal, Vol. 13 Issue 1, p .61-71. 2013.
WANGNHEIM, C. G.; WANGENHEIM, A. Ensinando Computação com Jogos. Florianópolis / SC: Bookes Editora. 2012.
WILLIAMS, J. N.; LOVATT, P. Phonological Memory and Rule Learning. Language Learning, volume 53, number 1, pp. 67-121. 2003.
YUDINTSEVA, A. Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review. Open Journal of Social Sciences 2015; vol. 03: 101-109. 2015.