This article, based on theoretical assumptions of the Bakhtinian theory aims to analyze the characteristics of responsive attitudes of students from two high school classes at a public school in Fortaleza. The research took place during interaction with texts in an educational game for teaching reading in Portuguese. The analysis is based on data collected in a pilot experiment that aimed to analyze the influence of using a Learning Object (LO) in the development of reading strategies. During the task of reading, it was verified that the LO, due to the way the task is proposed and the use of interactive technology for learning, developed, in the student-users of the game, active responsive attitudes during the complementation of meanings of the text.
Resumo:No processo de revisão orientada de dissertações de mestrado, as reescritas do texto efetuadas pelo revisor-autor (o aluno-orientando) são geralmente norteadas pelas sugestões de revisão apresentadas por um revisor-leitor (o professor-orientador). Neste trabalho, com base na visão sociocognitivo-interativa da escrita, examinamos como revisores-autores responderam às sugestões de revisão que lhes foram propostas por revisores-leitores no processo de revisão orientada. O corpus constituído para análise é composto de recortes de cinco dissertações de mestrado em progresso, revisadas por professores-orientadores e reescritas por alunos-orientandos vinculados a Programas de Pós-graduação em Linguística de universidades públicas brasileiras. A partir da análise, verificamos que é maior o percentual de revisões ignoradas do que de revisões atendidas. Em relação ao tipo de revisão atendida, as indicativas (em que um problema identificado no texto é apenas indicado) estão em maior percentual. Por
(1974) and Koch (2002), how to evaluate the quality of digital pedagogical games for mother tongue teaching. Regarding the main purpose of the research, it is proposed an evaluation of didactic, pedagogical and ergonomic quality of digital pedagogical games available online, taking into account the Evaluation Protocol of Pedagogic Software developed to carry out the research. In this descriptive research a digital pedagogical game intended to teaching Portuguese language is evaluated. The analysis revealed that, although it was a high-quality digital educational game, the object presented inadequacies in didactic, pedagogic, as well as ergonomic aspects.■
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