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The Information and Communication Technologies provide a world of discoveries, relations and leanings, presenting possibilities that can help the teaching and learning process to adapt to the new social dynamics introduced by its use. The electronic games (video games), in particular, for its playful nature and because they are familiar to the young people, may provide a great assistant in this adaptation. The research presented here takes a theoretical framework based on Brazilian anddoi:10.4067/s0718-27242012000300004 fatcat:galfoxmrczd5hkos6gelbuxkrq