Cargando…

The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy

In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting...

Descripción completa

Detalles Bibliográficos
Autores principales: de Souza, Gilberto Nerino, Brito, Yvan Pereira dos Santos, Tsutsumi, Myenne Mieko Ayres, Marques, Leonardo Brandão, Goulart, Paulo Roney Kilpp, Monteiro, Dionne Cavalcante, de Santana, Ádamo Lima
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6302046/
https://www.ncbi.nlm.nih.gov/pubmed/30618954
http://dx.doi.org/10.3389/fpsyg.2018.02531
_version_ 1783381905307074560
author de Souza, Gilberto Nerino
Brito, Yvan Pereira dos Santos
Tsutsumi, Myenne Mieko Ayres
Marques, Leonardo Brandão
Goulart, Paulo Roney Kilpp
Monteiro, Dionne Cavalcante
de Santana, Ádamo Lima
author_facet de Souza, Gilberto Nerino
Brito, Yvan Pereira dos Santos
Tsutsumi, Myenne Mieko Ayres
Marques, Leonardo Brandão
Goulart, Paulo Roney Kilpp
Monteiro, Dionne Cavalcante
de Santana, Ádamo Lima
author_sort de Souza, Gilberto Nerino
collection PubMed
description In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called “The Adventures of Amaru,” aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background.
format Online
Article
Text
id pubmed-6302046
institution National Center for Biotechnology Information
language English
publishDate 2018
publisher Frontiers Media S.A.
record_format MEDLINE/PubMed
spelling pubmed-63020462019-01-07 The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy de Souza, Gilberto Nerino Brito, Yvan Pereira dos Santos Tsutsumi, Myenne Mieko Ayres Marques, Leonardo Brandão Goulart, Paulo Roney Kilpp Monteiro, Dionne Cavalcante de Santana, Ádamo Lima Front Psychol Psychology In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called “The Adventures of Amaru,” aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background. Frontiers Media S.A. 2018-12-14 /pmc/articles/PMC6302046/ /pubmed/30618954 http://dx.doi.org/10.3389/fpsyg.2018.02531 Text en Copyright © 2018 de Souza, Brito, Tsutsumi, Marques, Goulart, Monteiro and Santana. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
de Souza, Gilberto Nerino
Brito, Yvan Pereira dos Santos
Tsutsumi, Myenne Mieko Ayres
Marques, Leonardo Brandão
Goulart, Paulo Roney Kilpp
Monteiro, Dionne Cavalcante
de Santana, Ádamo Lima
The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy
title The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy
title_full The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy
title_fullStr The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy
title_full_unstemmed The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy
title_short The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy
title_sort adventures of amaru: integrating learning tasks into a digital game for teaching children in early phases of literacy
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6302046/
https://www.ncbi.nlm.nih.gov/pubmed/30618954
http://dx.doi.org/10.3389/fpsyg.2018.02531
work_keys_str_mv AT desouzagilbertonerino theadventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT britoyvanpereiradossantos theadventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT tsutsumimyennemiekoayres theadventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT marquesleonardobrandao theadventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT goulartpauloroneykilpp theadventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT monteirodionnecavalcante theadventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT desantanaadamolima theadventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT desouzagilbertonerino adventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT britoyvanpereiradossantos adventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT tsutsumimyennemiekoayres adventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT marquesleonardobrandao adventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT goulartpauloroneykilpp adventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT monteirodionnecavalcante adventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy
AT desantanaadamolima adventuresofamaruintegratinglearningtasksintoadigitalgameforteachingchildreninearlyphasesofliteracy