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Educação: Teoria e Prática

Print version ISSN 1993-2010On-line version ISSN 1981-8106

Abstract

SANTOS, Michelle Catherine Rocha Gomes Barros dos  and  SILVA, Givanildo da. The use of digital game in the literacy process: an experience report. Educ. Teoria Prática [online]. 2022, vol.32, n.65, e18. ISSN 1981-8106.  https://doi.org/10.18675/1981-8106.v32.n.65.s15386.

This article sought to discuss the use of digital game as a pedagogical resource in the literacy process in the context of Information and Communication Technologies (ICT). The reflections presented here were motivated by the following question: to what extent does the use of digital games stimulate the learning of children in the initial process of literacy? It consists of a qualitative study, conducted by means of a literature review and an experience report. The main results indicate that digital games are an important pedagogical resource for literacy, contributing to the acquisition of letters, syllables and words, favoring interaction with those involved in the process, and motivating them to participate in all proposed situations.

Keywords : Digital game; Educational technologies; Literacy.

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