Banca de DEFESA: VIVIANE ZANON ALPOIM

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
STUDENT : VIVIANE ZANON ALPOIM
DATE: 10/12/2020
TIME: 16:00
LOCAL: CEFET-MG (remotamente)
TITLE:

THE PLACE OF DIGITAL GAMES IN PRIVATE ENGLISH COURSES


KEY WORDS:

Private English school. Digital games. English Language Teaching (ELT).


PAGES: 118
BIG AREA: Lingüística, Letras e Artes
AREA: Letras
SUMMARY:

Language teaching in Brazil has become more accessible over time, although it has been more restricted to dominant classes in the past. Historical facts such as the Second World War and the Globalization, which have transformed the English language into the most powerful language in the globe, led us to changes in the Educational System in Brazil. Private language courses have started to open schools across the country and have turned into national references for ELT teaching. Since then, these schools have been competing for customers, and gadgets have been used as standouts. Due to the fact that we are teachers, at the beginning of this research, we believed digital games could be the most used educational resources (GRAELLS, 2000) for teachers at private English courses in Belo Horizonte nowadays. Looking for answers for this and other questions, we sent online questionnaires that were answered by 41 private language teachers from this city. The investigation has revealed that digital games are not the resources teachers use the most in their classrooms. However, the vast majority of teachers are able to acknowledge the game's importance and benefits for teaching, including those teachers who have stated they do not use them. In addition to that, the data shows: 1) the digital games mostly used by teachers, such as Kahoot and Quizlet, and the benefits each of them brings to students from the teacher's point of view; 2) the reasons for the teachers to apply them; for example, the fun and motivation games bring to class; 3) the frequency with which teachers use games, mostly once a week and in the classroom environment; 4) the greatest difficulties faced by teachers in using digital games in the classroom are related to the lack of wi-fi connection inside the environment of the schools and the fact that students do not bring their own devices to play the games in the classroom. In conclusion, the use of digital games is linked to the benefits that teachers see for their students and the recommendation for playing them may have a correlation with the school's policy towards the use of the internet in that environment. We also conclude that further research on the same topic should be done, as important changes in the education scenario occurred this year due to the COVID-19 pandemic. But it will only happen when English Language courses drop their weapons and open their doors to researchers.


BANKING MEMBERS:

Interno - JERONIMO COURA SOBRINHO - CEFET-MG
Presidente - RENATO CAIXETA DA SILVA
Externo à Instituição - RONALDO CORRÊA GOMES JUNIOR - UFMG

Notícia cadastrada em: 08/12/2020 16:38
SIGAA | Diretoria de Tecnologia da Informação - DTI - (31) 3319-7000 | Copyright © 2006-2024 - UFRN - vm-sig-app-09.ditic.sgi.cefetmg.br.inst9