Based on the assumption that video game localization inevitably has levels of collaboration among their agents, forming a collaborative continuum that involves localization managers, translators, localization coordinators, and linguistic testers, who directly or indirectly influence the game to be localized, game localization teaching can also adopt a collaborative approach, dynamically promoting experience exchanges between translation teachers and students, and other collaborators. Accordingly, this paper, conceived as a didactic proposal of qualitative and naturalistic bias (GILE, 2009; CHESTERMAN; WILLIAMS, 2002), describes possibilities for incorporating video game localization in translation teaching using a collaborative pedagogical approach (KIRALY, 2000).
Considering the boost in technological development, and that machine translation has been widely used by both industry and academia, the main goal of this paper is to describe possibilities for the incorporation of a basic machine translation module in a Translation program at university level. The didactic proposal herein presented aims at providing Translation students ways of identifying general output results different modern machine translation systems have in common. Through a task-based teaching approach, students may assess machine translation strengths and weaknesses in order to make better use of this technology.
Este artigo tem como objetivo refletir sobre o impacto dos sistemas de memória de tradução na sala de aula de ensino de tradução. Foram utilizados textos jurídico-administrativos como insumo à atividade tradutória dos alunos de um curso de graduação em tradução no eixo inglês-português. As atividades foram realizadas com o aporte do sistema Wordfast Classic 6.13. Os dados coletados revelam que as memórias de tradução, quando não sujeitas à reflexão do tradutor-aprendiz, podem afetar negativamente a sua tomada de decisão.
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