![]() The Covid-19 pandemic has affected millions of people on a global scale, while lockdowns and quarantine measures were adopted periodically by a vast number of countries. ![]() The group of fan translators configured a site for metapragmatic discussion and identity development which navigates across monoglot/heteroglossic, prescriptive/descriptive/idiosyncratic conceptions of language, manifesting grassroots linguistic activism fueled by the diglossic status of the Catalan language. ![]() Results indicated distributed roles, routinized translation practices, and, through translating and commenting on new members’ translation tests, the emergence of folk linguistic attitudes and beliefs regarding Spanish-Catalan interference, changes to Catalan linguistic norms, or positionings towards the group’s English-Catalan translation strategy: They favored creative expressions and what they believed were idiosyncratic language choices with symbolic power to signal what Catalan is or ought to be. Through online multiparty written interaction, we explored how 15 Catalan-speaking gamers organized themselves to translate games from English into Catalan. Os resultados explicitam o potencial do jogo para promover interações com a máquina e com o grupo de jogadores, o que contribui para a ampliação do conhecimento linguístico, além de favorecer a linguagem oral, a leitura e a escrita, em menor grau.įor fans of popular cultural products, digitization has meant the configuration of affinity spaces online and opportunities for learning in the “digital wilds,” including incidental language learning and identity development. Os resultados da análise, de caráter qualitativo-interpretativista, apontam que os jogos digitais podem se constituir em ferramenta de apoio no processo de ensino-aprendizagem de LE, pois mobilizam práticas situadas de letramento em ambiente virtual. O percurso de reflexão tem como ancoragem epistemológica a perspectiva dos estudos sobre Letramento (Cope & Kalantzis (2009), o uso dos jogos digitais na educação (Gee, 2007, 2009 e Wastiau, 2009) e o ensino de Língua Estrangeira (Krashen, 2002). Para tanto, faremos uma retomada teórica dos estudos sobre o tema e, a partir dessas ideias, analisaremos a contribuição do jogo Scribblenauts Unlimited no processo de ensino-aprendizagem de Língua Estrangeira. Nesse cenário, este artigo tem por objetivo problematizar o uso dos jogos digitais na prática educacional. Then, with this argument in place, she attempts to historicize this popular contempt toward electronic ‘pop culture’ media such as video games and suggest a potentially more productive (and accurate) framing of the literacy practices of today's generation of adolescents and young adults.Ĭom o avanço contínuo da tecnologia, cada vez mais, dispositivos inteligentes e aplicativos de mídia social fazem parte das diferentes situações sociais. online game forums, the creation of fan sites and fan fiction). social interaction, in-game letters) and beyond (e.g. In order to make this argument, the author surveys the literacy practices that MMOGamers routinely participate in, both within the game's virtual world (e.g. Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues that forms of video game play such as those entailed in MMOGs are not replacing literacy activities but rather are literacy activities. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular - massively multiplayer online games (MMOGs). The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games.
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