O Lugar Dos Jogos Digitais como Recurso Didático na Sala de Aula do curso de Inglês Particular.
Digital games; didactic resource; English language.
According to Huizinga (2005), games have always been present in society, having a prominent role among us since the beginnig of human civilization. They can be described as activities to be practiced within a certain time and a certain space. According to Gee (2004), to play is to exercise mental and intellectual functions to meet challenges in the pursuit of fun. Along the same lines, Gomes (2016b) believes that games and playing are ludic elements that can stimulate creativity and maturity. At the same time, the electronic games work with the speed of reasoning, decision making and memory when used in the classroom. This author further states that team games help in the socialization of students. Therefore, we propose a research whose objective is to understand the place of the digital games as a didactic resource for the teaching of English FL in free courses. To obtain the necessary data, the teachers who were invited will individually respond to an open online questionnaire. It is believed that the analysis of the data collected will reveal the importance of digital games as a didactic resource, serving as a basis for future research and for the production of more games and applications that meet the needs of the Brazilian English students.