Banca de DEFESA: SABRINA RAMOS GOMES DA CUNHA PEIXOTO

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
DISCENTE : SABRINA RAMOS GOMES DA CUNHA PEIXOTO
DATA : 12/08/2019
HORA: 14:30
LOCAL: Sala 330 do Campus I
TÍTULO:

Experiências de aprendizagem incidental de inglês como língua estrangeira vivenciada por uma criança de 10 anos de idade ao fazer uso do jogo Scribblenauts Unmasked


PALAVRAS-CHAVES:

learning experiences; English as second language; video games; Scribblenauts Unmasked.


PÁGINAS: 130
GRANDE ÁREA: Lingüística, Letras e Artes
ÁREA: Letras
RESUMO:

The widespread use of digital commercial games by people of all ages today gives relevance to
their study in the area of Applied Linguistics to learning English as a foreign language. Outside
of Brazil, renowned researchers have been working on this topic for decades now (Gee, 2003;
2007, Thorne; Black; Sykes, 2009, Thorne; Fischer, 2012, among many others). Taking for
granted the Brazilian context, in an attempt to face the challenge, this thesis aims to: (1) analyze
a game experience lived by a 10-year-old student of English as a foreign language at the basic
level when playing Scribblenauts Unmasked; and (2) discuss the use of the foreign language
made by her in achieving goals of the game. This research proposed in a case study format, has
an applied nature, qualitative approach and exploratory character. The data were generated by
means of screen capture of a gameplay session and the recording of a semi-structured interview,
in an audio file format. During the interview, the participant reviewed his game experience and
explained the choice of words and expressions made in trying to achieve game goals. In the
analysis phase, the participant's gaming experience was described, with the intention of
verifying the occurrence of episodes of probable incidental learning of English. From the
emerging content, based on the framework of formal learning experiences of English as a
foreign language proposed by Miccoli (Miccoli, Bambirra, Vianini, 2019), some preliminary
categories of foreign language incidental learning through videogames were created and
validated externally. By using the new categories, it was possible to raise and discuss the nature
of the learning undertaken by the participant, what broadens the scope of Brazilian experiential
research (Miccoli, 1997-2019) once it opens reflection and discussion about learning through
digital games. Finally, it could also be verified that the game Scribblenauts Unmasked has
potential to contribute to the learning of vocabulary in English, and can be used in both formal
and informal learning circumstances.


MEMBROS DA BANCA:
Externa à Instituição - ELIANE TAVARES BARRETO MATIAS - CEFET-MG
Externo ao Programa - FILIPE ALVES DE FREITAS
Externa à Instituição - HILDA SIMONE HENRIQUES COELHO - UFV
Presidente - MARIA RAQUEL DE ANDRADE BAMBIRRA
Interna - PAULA RENATA MELO MOREIRA
Notícia cadastrada em: 05/08/2019 08:55
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