SciELO - Scientific Electronic Library Online

 
vol.32 número65Un castillo de arena en la escuela de educación infantil: Curando películas y miedosDesempeño del psicólogo escolar en la educación inclusiva índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Compartir


Educação: Teoria e Prática

versión impresa ISSN 1993-2010versión On-line ISSN 1981-8106

Resumen

SANTOS, Michelle Catherine Rocha Gomes Barros dos  y  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.

Palabras clave : Digital game; Educational technologies; Literacy.

        · resumen en Español | Portugués     · texto en Portugués     · Portugués ( pdf )