Hardware educacional para o ensino de lógica de programação

Throughout academic or professional training, the students come across different disciplines and content that have different levels of complexity. One of the disciplines that most stands out for its high degree of difficulty, at least for most students, is Programming Logic. Associated with this, it...

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Bibliografiset tiedot
Päätekijä: Rodrigues, Eduardo Augusto Morais
Muut tekijät: Oliveira, Luiz Affonso Henderson Guedes de
Aineistotyyppi: Dissertação
Kieli:pt_BR
Julkaistu: Universidade Federal do Rio Grande do Norte
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Linkit:https://repositorio.ufrn.br/handle/123456789/44568
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Yhteenveto:Throughout academic or professional training, the students come across different disciplines and content that have different levels of complexity. One of the disciplines that most stands out for its high degree of difficulty, at least for most students, is Programming Logic. Associated with this, it is observed that the traditional teaching system no longer has the same efficiency in relation to students called digital natives. Such factors have compromised the students' academic grades in some subjects, mainly those related to Computer Programming. As a result, several researchers have sought to map the main causes of these difficulties, in order to develop more efficient teaching methodologies for this topic. Through such studies it was possible to understand that the use of alternative methodologies to the traditional ones has obtained better engagement and promotes greater motivation in the participants, such as Game-Based Learning (GBL). Face such information, this work aims to develop an educational hardware, for high school and technical high school students, associated with the GBL methodology, where the robot must explore a 2D map and complete missions through commands, applying concepts of Computational Thinking (CT) and Programming Logic (PL), pre-programmed by users through a mobile application. In order to promote greater relevance for artifacts, a Systematic Literature Review (RSL) was made through which it was possible to map three aspects: (1) the main learning difficulties of novices in introductory programming courses; (2) the most used methodologies for teaching these contents and (3) the results obtained through the application of these methodologies. In addition, an analysis of Educational Robotics games and kits that are applied to the teaching of Programming was made.