CONTRIBUTIONS AND LIMITATIONS OF DIGITAL GAMES ON THE MEC PLATFORM OF DIGITAL EDUCATIONAL RESOURCES FOR ALPHABETIZATION AND LITERACY
Alphabetization and literacy. Digital educational games. MEC Platform for Digital Educational Resources.
Alphabetization is a fundamental stage of schooling for a child's integral education. One of the issues of debate is the high rates of children who reach the end of the literacy cycle without mastering basic reading and writing skills. Given this finding, and considering previous researches that attests to the contributions of digital games to learning, the study seeks to answer the following research questions: What digital games are available on the MEC Digital Educational Resources Platform for the alphabetization cycle, and what are their potential contributions and limitations to alphabetization and literacy? Therefore, this research aims to investigate the digital games available on the MEC Digital Educational Resources Platform for 1st grade and 2nd grade of elementary school - initial years. To this end, its specific objectives are: to carry out a Systematic Literature Review of studies that address the topic of digital educational games in the alphabetization and literacy process; to identify and to list the digital games available on the MEC Digital Educational Resources platform suggested for the 1st grade and 2nd grade; and to analyze the digital educational games identified on this platform. The study was based on researches and studies by Soares (2023), Ferreiro and Teberosky (2007), Petry (2014), Alves (2016), Prensky (2012), Braga (2014), and is inspired by the theories of Piaget (1971) and Vygotsky (2005). The research methodology is defined as qualitative in nature, initially exploratory with subsequent bibliographic and documentary analysis. To analyze the selected games, the Protocol for Analysis of Digital Educational Games for Alphabetization and Literacy - PAJEDAL was prepared, based on the digital game evaluation instruments proposed by Vilarinho and Leite (2015), Coutinho (2017), Silva (2019), Santos (2020) and Andrade (2020). Furthermore, the study will develop a guide for designers of digital educational games for alphabetization and literacy with a focus on contributing from a pedagogical perspective.