<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1981-416x</journal-id>
<journal-title><![CDATA[Revista Diálogo Educacional]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. Diálogo Educ.]]></abbrev-journal-title>
<issn>1981-416x</issn>
<publisher>
<publisher-name><![CDATA[Pontifícia Universidade Católica do Paraná (PUCPR)]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1981-416x2018000300670</article-id>
<article-id pub-id-type="doi">10.7213/1981-416x.18.058.ds04</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Jogos digitais na escola e inclusão digital: intervenções para o aprimoramento da atenção e das condições de aprendizagem]]></article-title>
<article-title xml:lang="en"><![CDATA[Digital games at school and digital inclusion: interventions to improve attention and learning conditions]]></article-title>
<article-title xml:lang="es"><![CDATA[Juegos digitales en la escuela e inclusión digital: intervenciones para mejorar la atención y las condiciones de aprendizaje]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramos]]></surname>
<given-names><![CDATA[Daniela Karine]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Melo]]></surname>
<given-names><![CDATA[Hiago Murilo de]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Mattar]]></surname>
<given-names><![CDATA[João]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
<xref ref-type="aff" rid="Aaf"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade Federal de Santa Catarina  ]]></institution>
<addr-line><![CDATA[Florianópolis SC]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Centro Universitário Internacional Uninter  ]]></institution>
<addr-line><![CDATA[Curitiba PR]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Pontifícia Universidade Católica de São Paulo  ]]></institution>
<addr-line><![CDATA[São Paulo SP]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>07</month>
<year>2018</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>07</month>
<year>2018</year>
</pub-date>
<volume>18</volume>
<numero>58</numero>
<fpage>670</fpage>
<lpage>692</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1981-416x2018000300670&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1981-416x2018000300670&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1981-416x2018000300670&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo A inclusão digital remete ao acesso e ao uso crítico e criativo das tecnologias digitais em favor da emancipação. Dentre as tecnologias, destacam-se os jogos digitais como alternativas para melhorar as condições de aprendizagem e de letramento digital. Diante disso, este estudo tem como objetivo avaliar se uma intervenção pautada no uso de jogos digitais em pequenos grupos em contexto extraclasse pode contribuir com o aprimoramento do desempenho da atenção, visando garantir melhores condições de aprendizagem e inclusão digital. Para tanto, realizou-se uma pesquisa quase experimental de abordagem mista com uma amostra por conveniência de 40 crianças com idades entre 7 e 9 anos, divididas em grupo experimental e controle. O primeiro grupo participou de intervenções semanais em pequenos grupos, com base no uso de jogos digitais. Ambos os grupos foram avaliados antes e depois do período das intervenções, por meio da aplicação de um teste de atenção concentrada. As professoras também foram entrevistadas com relação às mudanças percebidas em sala. Os resultados revelaram que o grupo experimental teve um desempenho da atenção no teste significativamente superior ao grupo controle, especialmente na quantidade de erros cometidos, remetendo ao aprimoramento da qualidade da atenção. Além disso, as professoras destacaram a melhora no foco e na finalização das atividades. Desse modo, reforça-se que o uso dos jogos digitais pode contribuir com a inclusão digital e com a melhora das condições de aprendizagem das crianças.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Digital inclusion refers to the access and critical and creative use of digital technologies in favor of emancipation. Among the technologies, digital games stand out as alternatives to improve learning conditions and digital literacy. Therefore, this study aims to evaluate if an intervention based on the use of digital games in small groups in school context can contribute to the improvement of the performance of the attention, aiming to guarantee better conditions of learning and digital inclusion. For that, a quasi-experimental, mixed-sample study was conducted with a convenience sample of 40 children aged 7 to 9 years, divided into experimental and control groups. The first group participated in weekly small group interventions based on the use of digital games and both groups were assessed before and after the intervention period by applying a focused attention test. The teachers were also interviewed regarding the changes perceived in the classroom. The results showed that the experimental group had a performance of attention in the test significantly superior to the control group, especially in the number of errors committed, referring to the improvement of the quality of attention. In addition, the teachers highlighted the improvement in the focus and finalization of activities. In this way, it is reinforced that the use of digital games can contribute to digital inclusion and to the improvement of the learning conditions of the children.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La inclusión digital remite al acceso y al uso crítico y creativo de las tecnologías digitales en favor de la emancipación. Entre las tecnologías, se destacan los juegos digitales como alternativas para mejorar las condiciones de aprendizaje y de alfabetización digital. En este sentido, este estudio tiene como objetivo evaluar si una intervención pautada en el uso de juegos digitales en pequeños grupos en contexto escolar puede contribuir con el perfeccionamiento del desempeño de la atención, buscando garantizar mejores condiciones de aprendizaje e inclusión digital. Para ello, se realizó una investigación casi experimental de abordaje mixto con una muestra por conveniencia de 40 niños con edades entre 7 y 9 años, divididas en grupo experimental y control. El primer grupo participó en intervenciones semanales en pequeños grupos sobre la base del uso de juegos digitales y ambos grupos se evaluaron antes y después del período de las intervenciones mediante la aplicación de una prueba de atención concentrada. Las profesoras también fueron entrevistadas con respecto a los cambios percibidos en la sala. Los resultados revelaron que el grupo experimental tuvo un desempeño de la atención en la prueba significativamente superior al grupo control, especialmente en la cantidad de errores cometidos, remitiendo al mejoramiento de la calidad de la atención. Además, las profesoras destacaron la mejora en el foco y en la finalización de las actividades. De ese modo, se refuerza que el uso de los juegos digitales puede contribuir con la inclusión digital y con la mejora de las condiciones de aprendizaje de los niños.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogos digitais]]></kwd>
<kwd lng="pt"><![CDATA[Aprendizagem]]></kwd>
<kwd lng="pt"><![CDATA[Educação infantil]]></kwd>
<kwd lng="en"><![CDATA[Digital games]]></kwd>
<kwd lng="en"><![CDATA[Learning]]></kwd>
<kwd lng="en"><![CDATA[Child education]]></kwd>
<kwd lng="es"><![CDATA[Juegos digitales]]></kwd>
<kwd lng="es"><![CDATA[El aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[Educación Infantil]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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