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Electronic games for curricular learning in mother and foreign languages

机译:用于母语和外语课程学习的电子游戏

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It is imperative to continue thinking and reinventing education because technologies and the Web are redefining where, when and from whom we learn. The motivation to learn can be awakened in students by creating playful environments capable of reconciling the knowledge acquisition in the classroom and practice learning. Authors from different study fields have recognized the multiple possibilities of videogames for learning and for interdisciplinary use. Education can benefit from the potential of these artefacts if properly integrated into the educational process. This article describes an ongoing learning experience based on electronic games. It also presents some preliminary results of the ARCADE games type application in Wordshoot; Flashcards; Matching Pair; Manic Miner and Cannonball Fun formats. This experience is being made with Portuguese and French vocabulary, grammar and school curriculum learning, both in Elementary and Vocational Education.
机译:必须继续思考并重塑教育,因为技术和网络正在重新定义我们在哪里,何时何地向谁学习。通过创造能够调和教室中的知识获取和练习学习能力的好玩的环境,可以激发学生的学习动机。来自不同研究领域的作者已经认识到电子游戏对于学习和跨学科使用的多种可能性。如果适当地将其纳入教育过程,教育就可以从这些人工制品的潜力中受益。本文介绍了一种基于电子游戏的持续学习体验。它还提供了Wordshoot中ARCADE游戏类型应用程序的一些初步结果。抽认卡;配对躁狂矿工和炮弹乐趣格式。在基础和职业教育中,葡萄牙和法国的词汇,语法和学校课程学习正在积累这种经验。

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