J. R. OUVERNEY-KING, A. Oliveira, Maria das Graças Monteiro Castro
{"title":"游戏学习:正字法教学中的跨学科工具","authors":"J. R. OUVERNEY-KING, A. Oliveira, Maria das Graças Monteiro Castro","doi":"10.18265/1517-03062015v1n30p121-131","DOIUrl":null,"url":null,"abstract":"We discuss the branches of m-learning through the use of gamification in a Portuguese Language lesson to a Computer Sciences group with focus on spelling and by using the app SoletrandoMob. Applying new technologies has become a current practice in an attempt to enhance the contemporaneous teaching and make it more efficient. Educational games and media resources have enabled students to learn with mobility. The corpus for this analysis draws on paragraphs produced by the students about their satisfaction level in relation to the use of app. The theoretical framework draws on discussions on Gamification, educational software and M-learning. To sum up, we have concluded that using technology through m-learning and gamification in a classroom has encouraged students to use their smartphone smartly in order to consolidate their knowledge or even learn new contents. On top of that, the use of SoletrandoMob in association with teaching Portuguese represents a fruitful contribution to bring learning and entertaining together in an interdisciplinary way. Contrary to what may have been thought in the past, using technological tools in a classroom is no longer thought of being a bold task, on the other hand, it has become a natural teaching tool.","PeriodicalId":31439,"journal":{"name":"Revista Principia","volume":"1 1","pages":"121-131"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Brincar de aprender: ferramentas interdisciplinares no ensino da ortografia\",\"authors\":\"J. R. OUVERNEY-KING, A. Oliveira, Maria das Graças Monteiro Castro\",\"doi\":\"10.18265/1517-03062015v1n30p121-131\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We discuss the branches of m-learning through the use of gamification in a Portuguese Language lesson to a Computer Sciences group with focus on spelling and by using the app SoletrandoMob. Applying new technologies has become a current practice in an attempt to enhance the contemporaneous teaching and make it more efficient. Educational games and media resources have enabled students to learn with mobility. The corpus for this analysis draws on paragraphs produced by the students about their satisfaction level in relation to the use of app. The theoretical framework draws on discussions on Gamification, educational software and M-learning. To sum up, we have concluded that using technology through m-learning and gamification in a classroom has encouraged students to use their smartphone smartly in order to consolidate their knowledge or even learn new contents. On top of that, the use of SoletrandoMob in association with teaching Portuguese represents a fruitful contribution to bring learning and entertaining together in an interdisciplinary way. Contrary to what may have been thought in the past, using technological tools in a classroom is no longer thought of being a bold task, on the other hand, it has become a natural teaching tool.\",\"PeriodicalId\":31439,\"journal\":{\"name\":\"Revista Principia\",\"volume\":\"1 1\",\"pages\":\"121-131\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Revista Principia\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18265/1517-03062015v1n30p121-131\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Principia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18265/1517-03062015v1n30p121-131","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Brincar de aprender: ferramentas interdisciplinares no ensino da ortografia
We discuss the branches of m-learning through the use of gamification in a Portuguese Language lesson to a Computer Sciences group with focus on spelling and by using the app SoletrandoMob. Applying new technologies has become a current practice in an attempt to enhance the contemporaneous teaching and make it more efficient. Educational games and media resources have enabled students to learn with mobility. The corpus for this analysis draws on paragraphs produced by the students about their satisfaction level in relation to the use of app. The theoretical framework draws on discussions on Gamification, educational software and M-learning. To sum up, we have concluded that using technology through m-learning and gamification in a classroom has encouraged students to use their smartphone smartly in order to consolidate their knowledge or even learn new contents. On top of that, the use of SoletrandoMob in association with teaching Portuguese represents a fruitful contribution to bring learning and entertaining together in an interdisciplinary way. Contrary to what may have been thought in the past, using technological tools in a classroom is no longer thought of being a bold task, on the other hand, it has become a natural teaching tool.