The use of video games as texts in the classroom: a look through the lens of the multimodal approach

被引:0
|
作者
Pereira Borges, Celia Nunes [1 ]
dos Santos, Zaira Bomfante [2 ]
机构
[1] Secretaria Educ Estado Espirito Santo SEDU, Rede Publ, Vitoria, ES, Brazil
[2] Univ Fed Espirito Santo UFES, Sao Mateus, ES, Brazil
来源
DIALOGO DAS LETRAS | 2022年 / 11卷
关键词
Multiliteracies; Technology; Games; English Language Learning;
D O I
暂无
中图分类号
H [语言、文字];
学科分类号
05 ;
摘要
The use of video games is present in the daily lives of people of different age groups as well as in the school context through technologies such as cell phones. Aiming to associate activities through that digital media and the teaching of foreign language, this work investigates the interaction through reading and the contributions that platform games can provide to students during the teaching-learning process of English language. Informed by Kress (2010), Cope, Kalantzis (2008, 2009), New London Group (1996, 2000), Gee (2003), Machin (2007) and Perez-Latorre et al. (2016), we approach the formation of the individual open to new knowledge and we are based on one of the four levels of the analysis model for the study of video games as texts: the ludo-narrative dimension. The results show that the interaction through the game as a pedagogical tool dialogues with other semiotic interfaces, providing a more critical and reflective posture in the textual composition of the game's narrative.
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页数:20
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