Alfabetização digital: uso de jogo interativo como estratégia pedagógica no 2º ano do Ensino Fundamental.
Abstract
This report addresses an Integrative Project conducted with a second-grade class in Elementary School at a public school in Guarulhos, Brazil. The chosen theme was literacy through the use of technology, focusing primarily on the reading and writing difficulties observed in the classroom during the group's site visits. To develop the activity, the Wordwall platform was used to create two digital games centered on the theme of fruits. Prior to the games, the book The Very Hungry Caterpillar was read to introduce the topic in an engaging manner and familiarize the students with the subsequent activity. The games were designed in a drag-and-drop format, featuring images, initial letters, and incomplete words. During the preparation phase, the group tested various options for images, words, and layouts to ensure the final activity was accessible and appropriate for the students' proficiency level. The intervention was structured into reading sessions, discussions with the students, and the application of the digital games. The implementation of this project demonstrated that the integration of technology can significantly enhance student engagement and participation, while positively contributing to the literacy process.