Banca de DEFESA: MARCOS RACILAN ANDRADE

Uma banca de DEFESA de DOUTORADO foi cadastrada pelo programa.
DISCENTE : MARCOS RACILAN ANDRADE
DATA : 15/04/2019
HORA: 14:30
LOCAL: Sala de Reunião dos Conselhos Superiores
TÍTULO:

JOGOS DIGITAIS, TECNOLOGIAS MÓVEIS E APRENDIZAGEM DE LÍNGUAS: UMA AVALIAÇÃO DOS ELEMENTOS DE JOGOS EM DISPOSITIVOS MÓVEIS


PALAVRAS-CHAVES:

Game Elements; Mobile Devices; Affordances; Language Learning



PÁGINAS: 363
GRANDE ÁREA: Lingüística, Letras e Artes
ÁREA: Letras
RESUMO:

 

The enormous presence of mobile technologies and digital games in our lives
has led to a growing academic interest in developing studies to investigate
the relationship between learning, especially language learning, and these
devices and games. The overall goal of this study is to establish how game
elements are used in vernacular games and gamified applications developed
for mobile devices. I analyze game elements in their manifestations in
these games and applications for smartphones and tablets to promote a
discussion about how these elements have been used in these devices and how
they can promote language learning. Based on a characterization of game
elements from the literature of the area, on a survey of the
characteristics of mobile devices and use of these devices, as well as on a
review of the constructs affordances, tangential learning and conditions of
emergence, I (a) evaluate how the characteristics of mobile devices and use
of these devices interfere with the implementation of game elements in the
vernacular game Clash Royale; (b) evaluate how these game elements are
operationalized in the mobile gamified application for additional language
learning Duolingo; (c) study how the additional language or the mother
tongue emerge in the vernacular game and gamified application in relation
to the game elements; (d) identify the affordances for language learning
perceived by vernacular mobile game users; and (e) discuss a possible
relationship between the use of game elements in mobile devices and the
affordances for additional language learning perceived by players. The
literature review was used in the design of an analysis matrix that,
complemented by a questionnaire and a semi-structured interview, allowed me
to make a focused description of both the incorporation of those elements
in digital games for smartphones and tablets as well as the users
perceptions of the linguistic affordances offered. Through multiple case
studies, this study investigates the hypothesis that the characteristics of
mobile devices, as well as the circumstances and ways of using these
devices, impose limitations and opportunities for the operationalization of
game elements in these technologies, especially for language learning. The
results seem to confirm this hypothesis by demonstrating that the use of
mobile devices as a support for the vernacular game alters, albeit
superficially, the interaction patterns of the player with both the game
and its elements. The data suggest that the operationalization of game
elements is more affected by the physical features than the characteristics
of use in mobile devices, and that more abstract elements were more
affected. The results of the analysis of the gamified application show a
very limited implementation of the game elements, pointing to a huge need
to improve the use of these elements in applications aimed at language
learning. The analysis of language mobilization in the game and in the
application reveals more success in the former than in the latter. While
the game fails to articulate the language in only 1 of the 34 game elements
of the analysis matrix, the application fails in doing so in 14 elements.
The results of the assessment of affordances perceived by the participants
in this study reveal 8 opportunities for language learning reported. Most
of these perceived linguistic affordances seems to illustrate the
propositions of Tangential Learning, suggesting the potential of the
perspective to inform the development of games for language learning.
Finally, an interpretation of the data allows me to visualize a
relationship between the use given to game elements in mobile devices and
the linguistic affordances perceived by the players under the light of the
conditions for complex emergence. However, this relationship will require
corroboration by studies with more participants and games in different
contexts.


MEMBROS DA BANCA:
Interno - ANA ELISA FERREIRA RIBEIRO
Interno - HEITOR GARCIA DE CARVALHO
Externo à Instituição - JUNIA DE CARVALHO FIDELIS BRAGA - UFMG
Externo à Instituição - KARIN QUAST - Unitau
Presidente - MARIA RAQUEL DE ANDRADE BAMBIRRA
Externo à Instituição - VALESKA VIRGÍNIA SOARES SOUZA - IF UBERAB
Notícia cadastrada em: 05/04/2019 09:55
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