Intercomprehension and digital and unplugges games in 8th grade portuguese language classes : implication for the development of reading comprehension skills
Intercomprehension; Digital games and unplugged ; Reading comprehension;
Portuguese language.
Considering the importance of working with reading comprehension - an essential competence not only to interpret the message of a text, but also to understand the world that surrounds us - and considering that students arrive at Elementary School Final Years without the mobilization of strategies for the understanding of utterances, adding to the recurrent during the activities in Portuguese language classes, this research developed two didactic sequences integrated by digital and unplugged plurilingual games in order to develop the competence of reading comprehension and increase the students' engagement. In this sense, this study has as general objective: to investigate the implications of the use of intercomprehension and digital and unplugged games for the development of reading comprehension competence and for the engagement of students of the 8th year of in Portuguese language classes. The theoretical foundation was based on concepts of reading comprehension (Antunes, 2003; Giasson, 1993; Kleiman, 2014), learning strategies (O'Malley, Chamot 1990; Solé, 1998), competences ( Perrenoud, 1999, 2000, 2002; Zabala; Arnau, 2010), digital games and unplugged (Brackmann, 2017; Prensky, 2012; Pimentel, 2021) and intercomprehension (Candelier, 2003, 2008; Degache, 2003, 2012; Capucho, 2004, 2013). Regarding the methodology, the research is qualitative, exploratory in nature as to objectives and with reference to procedures it is an action research (Tripp,2005). Initially, we developed the two didactic sequences (Zabala, 1998), with digital and unplugged plurilingual games; then we applied the instruments for data collection: semi-structured interview, questionnaire, observation of the researcher teacher and registration of students' impressions. The results suggest that the pedagogical practices that integrate intercomprehension and digital and unplugged games stimulate the students' protagonism, besides contributing to the development of the reader’s understanding. Finally, we developed an e-book as a technological product of the research, with the objective of detailing the didactic sequences developed, thus enabling the proposal to be replicated and adapted by other teachers in different educational contexts.