lows. Specifications and agreements of Portuguese
usage are reviewed in Section 2. Section 3 contains
related work, whereas Section 4 explains JOE. Com-
putational experiments are reported and discussed in
Section 5. Concluding remarks are drawn in Section
6.
2 NEW ORTHOGRAPHIC
AGREEMENT
The discussion of this New Portuguese Orthographic
Agreement seems recent, but it refers to the early
twentieth century. The first Orthographic Agreement
was approved in 1931 when, at the initiative of the
Brazilian Academy of Letters, in consonance with the
Lisbon Academy of Sciences, decided to create a ref-
erence model for the official publications and teach-
ing (Garcez, 1993). At that time, however, Brazilian
government did not join the initiative.
After several failed negotiations among all the
countries of Lusophone (Garcez, 1993), nearly six
decades later (in 1990), the new Orthographic Agree-
ment was created in Lisbon (Portugal). It was ap-
proved five years later but only came into force in
2009.
This change in the orthographic rules arose from
the attempt to unify the orthography between the
countries of the CPLP, formed by Brazil, Portugal,
Angola, Mozambique, Guinea Bissau, Cape Verde,
East Timor, Sao Tome, and Principe (Ackerlind and
Jones-Kellogg, 2011).
To assist in the transition of orthographic reform,
the Educational Complex of the United Metropoli-
tan Colleges, in partnership with the Museum of the
Portuguese Language, launched the Orthographic Re-
form Guide (Ganho and McGovern, 2004). The pe-
riod of transition for adopting the new orthographic
rules would be up to 2013 for most countries of the
agreement. However, in Brazil, the mandatory adop-
tion was extended to 2016. It should be emphasized
that although the orthographic reform pass to be uni-
fied, the pronunciation and vocabulary of each coun-
try does not change (Almeida et al., 2010).
3 RELATED WORK
The game-based approach use features and game
principles to ease learning and problem-solving. The
game motivates players to continue to meet the chal-
lenges of the next phase. In an educational game, the
content of the studied subject need to be related to
the theme of the game, showing examples from ev-
eryday life. The game should allow for students to
gain the necessary skills for each new lesson (phase).
The presence of phases is one of the characteristics
that define a game. They usually start easier and the
complexity increases according to the skills and expe-
rience gained. In the process of rewards, for example,
it is interesting, when players fail, show them where
they went wrong and to encourage them in the search
for recovery (De Sousa Borges et al., 2014).
Some classic games that involve orthography in-
clude Hangman (Madeo, 2011), Word Search (Diah
et al., 2010), Crosswords Puzzle (Leow, 2001), and
Spell Up. These games have a ludic aspect and of
the reward, which encourages students to study more,
but, in its essence, is not intended to teach, nor to
explain the grammatical rules involved. In computer
games, there is a broad range of projects. In the con-
text of JOE, it is worth mentioning seven: Alfagame,
Duolingo, Babbel, Busuu, O que vem a seguir, Sole-
trandoMob, OrtograFixe, AmarganA, Grapphia, Na
Ponta da L
´
ıngua, and Novel.
Alfagame (Netto and Santos, 2012) is an educa-
tional game designed for children in the literacy pro-
cess. The objective of the game is to allow students to
reinforce the contents previously learned in the Math-
ematics and Portuguese language through play. The
contents are addressed through challenges, exploiting
the fixing of students in recognition of consonants,
vowels, and word association, as well as resolutions
of math addition and subtraction. The game can be
downloaded from authors website and is designed for
Windows.
Duolingo (Munday, 2017), Babbel (Parejalora
et al., 2016), and Busuu (
´
Alvarez Valencia, 2016) are
similar applications. They have as primary objective
to enable users to learn a foreign language interac-
tively and apply game-play trend that has been gain-
ing strength in recent years. Just as today’s games,
there is an interaction with social networks to encour-
age players to compete with each other and continue
playing. In addition to social networking, there is
also an internal system in which players can post on
a friend’s wall, discuss a lesson that was not under-
stood, reporting an error in translation, among other
things.
O que vem a seguir is a software designed for
Windows. The game aims to show the use of digital
educational games as a way of promoting the assimi-
lation of content and sharing student’s interest in edu-
cational tasks. It requires a responsive attitude, which
only occurs when individuals seek to understand the
facts actively by their knowledge of the learning ob-
ject (Ara
´
ujo et al., 2012). Soletrandomob is an ap-
Orthographic Educational Game for Portuguese Language Countries
433