CONTRIBUTIONS AND LIMITATIONS OF DIGITAL EDUCATIONAL GAMES ON THE MEC RED PLATFORM FOR LITERACY: An analysis based on the Psychogenesis of written language
Literacy. Digital educational games. MEC Platform for Digital Educational Resources.
Considering the educational reality of Brazil, whose illiteracy rates remain worrying, and the recognized contributions of digital games to learning, this research aims to answer the following research question: what are the potential contributions and limitations of the digital games available on the MEC Digital Educational Resources Platform for the literacy cycle? Therefore, it analyzes the digital games available on the MEC Digital Educational Resources Platform related to 1st and 2nd grades of elementary school – early years. This study elects as specific objectives: to identify the digital games available on the MEC platform recommended for 1st and 2nd grades; and to analyze the selected digital educational games from that platform. This study has as bases Alves (2016), Ferreiro (2011), Ferreiro e Teberosky (2007), Frade et al. (2018), Freire (1989, 2006), Kishimoto (2017), Leal (2020), Morais (2005, 2006, 2014, 2022), Petry (2014), Prensky (2012), Ramos e Pimentel (2021), Soares (2023, 2004a, 2004b), Weisz (2004, 2014) and as theoretical approach constructivist and socioconstructivist. As for the methodology, this is an applied research with a qualitative approach, and exploratory research with some bibliographic and documentary procedures. For the analysis of the selected games, it presents a Protocol for the Evaluation of Digital Educational Games for Literacy, based on evaluation instruments proposed by Coutinho (2017), Santos (2018) and Vilarinho & Leite (2015). It develops yet a didactic guide composed of reflections and suggestions based on a pedagogical perspective for designers of digital educational games focused on literacy.
Keywords: literacy; digital educational games; MEC Platform for Digital Educational Resources.