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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Muut tekijät: | |
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. |
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