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Serious Games Tools to Support the Literacy Process
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Author(s): Fabiana Lorenzi (Universidade Luterana do Brasil, Brazil), Lucas Curtinaz Dumer (Universidade Luterana do Brasil, Brazil), Rafael Freitas Vernetti (Universidade Luterana do Brasil, Brazil), Diego S. Pereira (Universidade Luterana do Brasil, Brazil), Eliseo Berni Reategui (Universidade Federal do Rio Grande do Sul, Brazil)and Daniel Epstein (Universidade Federal do Rio Grande do Sul, Brazil)
Copyright: 2019
Pages: 19
Source title:
Handbook of Research on Immersive Digital Games in Educational Environments
Source Author(s)/Editor(s): Aliane Loureiro Krassmann (Federal Institute of Education Science and Technology Farroupilha, Brazil), Érico Marcelo Hoff do Amaral (Federal University of Rio Grande do Sul, Brazil), Felipe Becker Nunes (Federal University of Rio Grande do Sul, Brazil), Gleizer Bierhalz Voss (Federal Institute of Education Science and Technology Farroupilha, Brazil)and Manuel Constantino Zunguze (Pedagogical University, Mozambique)
DOI: 10.4018/978-1-5225-5790-6.ch005
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Abstract
The use of technologies in the teaching-learning process is constantly growing. In the process of literacy, for example, different learning objects have been developed. Literacy may be defined as the ability and confidence to engage with language to acquire, construct, and communicate meaning in all aspects of daily living. However, it is usual to find students with difficulties in writing and reading. Serious games are a kind of technology that has emerged to help students in the learning process. They present a playful environment that spark the interest of the student and motivates him to explore, research, and reflect on the content presented. This chapter presents three serious games developed to support students in the reading and comprehension of text.
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