dc.contributorAlbini, Andressa Brawerman
dc.creatorOliveira, Karoline Schulze de
dc.creatorCampos, Marlon Sergio Felippe
dc.date.accessioned2020-11-11T18:37:55Z
dc.date.accessioned2022-12-06T14:13:05Z
dc.date.available2020-11-11T18:37:55Z
dc.date.available2022-12-06T14:13:05Z
dc.date.created2020-11-11T18:37:55Z
dc.date.issued2013
dc.identifierOLIVEIRA, Karoline Schulze de; CAMPOS, Marlon Sergio Felippe. O ensino-aprendizagem de língua inglesa como LE através de videogames não didáticos. 2013. 81 f. Trabalho de Conclusão de Curso (Graduação) – Universidade Tecnológica Federal do Paraná, Curitiba, 2013.
dc.identifierhttp://repositorio.utfpr.edu.br/jspui/handle/1/8994
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5243844
dc.description.abstractAmong the technologies currently found in students´ daily lives, the video game is certainly one of the most common. However, there is little academic research relating this media to the teaching-learning process of English as a Foreign Language (DEHAAN, 2010). Based on the work of Krashen (1981, 1982), it is believed that video games might be an effective support tool in the second-language acquisition process, as well as a motivational factor, as per the Multiple Intelligences theory developed by Gardner (1994) and the concepts developed by Gardner and Lambert (1972, 1985) and Ushioda (2012). From this perspective, this study aims to discuss the use of video games as a tool in this process. First, we present initial suggestions of possible practical uses of video games in classrooms based on the selected theories. Further, two separate questionnaires are developed. The first one verifies the contribution of video games in the incidental acquisition of English, while the second seeks to know the opinion of prospective English teachers about the role of video games in teaching and learning the language. The results of the study show what skills and aspects of English participants deem to be best developed through games and reveals that both research groups are generally favorable towards the inclusion of this media in the school environment, even though some limitations are outlined.
dc.publisherUniversidade Tecnológica Federal do Paraná
dc.publisherCuritiba
dc.publisherDepartamento Acadêmico de Comunicação e Expressão; Departamento Acadêmico de Línguas Estrangeiras Modernas
dc.subjectLinguagem e línguas - Estudo e ensino
dc.subjectEstratégias de aprendizagem
dc.subjectJogos eletrônicos
dc.subjectJogos no ensino de língua inglesa
dc.subjectAquisição da segunda língua
dc.subjectLanguage and languages - Study and teaching
dc.subjectLearning strategies
dc.subjectElectronic games
dc.subjectGames in english language education
dc.subjectSecond language acquisition
dc.titleO ensino-aprendizagem de língua inglesa como LE através de videogames não didáticos
dc.typebachelorThesis


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