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Game Narrative: Retextualisation of narrative in electronic games and its educational possibilities - Couverture souple

 
9786208778828: Game Narrative: Retextualisation of narrative in electronic games and its educational possibilities

Synopsis

Most Brazilian students enter and leave primary school with little progress. The latest Prova Brasil in 2016 revealed that only 23 per cent of students have adequate knowledge of Portuguese at the end of the 9th grade. To improve this scenario, it is necessary to know how to evaluate and make pedagogical decisions that take into account not only the content learnt, but also the biological, social and emotional development of students in this age group. The tools for encouraging students almost always come from the teachers themselves, such as educational games, writing with up-to-date texts that challenge students to choose a different activity, but these are some ways of changing language teaching. The use of game narratives is an interesting way of arousing students' interest in producing their own stories, as they encourage them to write and consequently improve their use of cultured Portuguese and the conventions of writing. The aim of this work is to research the use of electronic games and their use by young people in the acquisition of knowledge (reading, writing and research).

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Bocardo Palis, Rodolfo; L. P. Rufino, Hugo; Silva Andrade, Márcio
Edité par Our Knowledge Publishing, 2025
ISBN 10 : 6208778824 ISBN 13 : 9786208778828
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Bocardo Palis, Rodolfo; L. P. Rufino, Hugo; Silva Andrade, Márcio
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Rodolfo Bocardo Palis
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Rodolfo Bocardo Palis
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Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Most Brazilian students enter and leave primary school with little progress. The latest Prova Brasil in 2016 revealed that only 23 per cent of students have adequate knowledge of Portuguese at the end of the 9th grade. To improve this scenario, it is necessary to know how to evaluate and make pedagogical decisions that take into account not only the content learnt, but also the biological, social and emotional development of students in this age group. The tools for encouraging students almost always come from the teachers themselves, such as educational games, writing with up-to-date texts that challenge students to choose a different activity, but these are some ways of changing language teaching. The use of game narratives is an interesting way of arousing students' interest in producing their own stories, as they encourage them to write and consequently improve their use of cultured Portuguese and the conventions of writing. The aim of this work is to research the use of electronic games and their use by young people in the acquisition of knowledge (reading, writing and research). 72 pp. Englisch. N° de réf. du vendeur 9786208778828

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Bocardo Palis, Rodolfo; L. P. Rufino, Hugo; Silva Andrade, Márcio
Edité par Our Knowledge Publishing, 2025
ISBN 10 : 6208778824 ISBN 13 : 9786208778828
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Bocardo Palis, Rodolfo; L. P. Rufino, Hugo; Silva Andrade, Márcio
Edité par Our Knowledge Publishing, 2025
ISBN 10 : 6208778824 ISBN 13 : 9786208778828
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Rodolfo Bocardo Palis
Edité par Our Knowledge Publishing, 2025
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Paperback. Etat : new. Paperback. Most Brazilian students enter and leave primary school with little progress. The latest Prova Brasil in 2016 revealed that only 23 per cent of students have adequate knowledge of Portuguese at the end of the 9th grade. To improve this scenario, it is necessary to know how to evaluate and make pedagogical decisions that take into account not only the content learnt, but also the biological, social and emotional development of students in this age group. The tools for encouraging students almost always come from the teachers themselves, such as educational games, writing with up-to-date texts that challenge students to choose a different activity, but these are some ways of changing language teaching. The use of game narratives is an interesting way of arousing students' interest in producing their own stories, as they encourage them to write and consequently improve their use of cultured Portuguese and the conventions of writing. The aim of this work is to research the use of electronic games and their use by young people in the acquisition of knowledge (reading, writing and research). Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. N° de réf. du vendeur 9786208778828

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Bocardo Palis, Rodolfo; L. P. Rufino, Hugo; Silva Andrade, Márcio
Edité par Our Knowledge Publishing, 2025
ISBN 10 : 6208778824 ISBN 13 : 9786208778828
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Rodolfo Bocardo Palis
Edité par Our Knowledge Publishing, 2025
ISBN 10 : 6208778824 ISBN 13 : 9786208778828
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Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne

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Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Most Brazilian students enter and leave primary school with little progress. The latest Prova Brasil in 2016 revealed that only 23 per cent of students have adequate knowledge of Portuguese at the end of the 9th grade. To improve this scenario, it is necessary to know how to evaluate and make pedagogical decisions that take into account not only the content learnt, but also the biological, social and emotional development of students in this age group. The tools for encouraging students almost always come from the teachers themselves, such as educational games, writing with up-to-date texts that challenge students to choose a different activity, but these are some ways of changing language teaching. The use of game narratives is an interesting way of arousing students' interest in producing their own stories, as they encourage them to write and consequently improve their use of cultured Portuguese and the conventions of writing. The aim of this work is to research the use of electronic games and their use by young people in the acquisition of knowledge (reading, writing and research). N° de réf. du vendeur 9786208778828

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