Abstract
Digital technologies are rooted in all fields of human activity, and education is not unrelated to such influences. However, these technologies should not be implemented without attention to teacher planning, and they need to be feasible to enable pedagogical innovation. On the other hand, using instruments such as the textbook, which is already implemented and consolidated as a public policy in Brazil, can contribute even more to this. Thus, the objective of this research is to present the possibilities of using digital technologies integrated to the textbook. To reach the proposed objective, we used documentary and bibliographic research, which consisted of scientific articles, books, official documents and websites for the study, collection and analysis of data in a qualitative way. As a result of the research, we noticed that using augmented reality as an integration interface with the textbook, from a digital educational game in the form of a smartphone application, may be a contemporary strategy suitable to provide benefits that generate value to teaching and learning. Therefore, we can notice that digital technologies should not be underestimated by themselves, under a technocentric view, but rather, we should seek ways to integrate them within the school context, from appropriate strategies to teacher planning.
Augmented reality; Textbook; Teaching; Smartphone; Digital educational game