DOI of the published preprint https://doi.org/10.1590/010318138670204v6212023
A GAMER ROUTE AS A NEW DIDACTIC MATERIAL FOR TEACHING WRITING
DOI:
https://doi.org/10.1590/010318138670204v6212023Keywords:
electronic games, gamification, didactic material, literacies, writingAbstract
In this article, we seek to reflect on the interfaces between games and the teaching of writing, through the development and application of a didactic material inspired by the logic of games, which we call the gamer route. The material created is titled “Lara Croft in the temples of Cambodia”, named after the Tomb Raider franchise games. In the game it is possible to assume the identity of a fictional archaeologist. We envision in these games the possibility of exploring literacies and scientific and science popularization genres. The theories of literacies, gamification and Game-Based Learning support the creation of this new model of didactic material. For the application in the classroom, we used the action research methodology and the following data generation instruments: questionnaire, video recording of classes, computer image capture, research diary and interviews. As a main result, we conclude that the gamer route offers students the possibility of experiencing a profession and writing texts in different genres from the assumption of a discursive ethos previously delimited by the character, which allows mobilizing social practice in textual production and understanding in greater depth the scene of enunciation, due to the immersion in the narrative proposal.
Downloads
Posted
How to Cite
Section
Copyright (c) 2023 Juliana Vegas Chinaglia

This work is licensed under a Creative Commons Attribution 4.0 International License.


