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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...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2018
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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 |
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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 |
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