Gamification and computational thinking: analysis of an experience in high school / technical-education

Detalhes bibliográficos
Autor(a) principal: Gomes, Otavio de Souza Martins
Data de Publicação: 2020
Outros Autores: Rodrigues, Walace de Almeida, Franco, Raquel Aparecida Soares Reis
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/8053
Resumo: The goal of this work is to analyze how the use of gamification can support the    teaching/learning of computing for students of high school and technical-integrated courses that were not previously literate in the area. The strategy adopted was to use digital games in the classroom and investigate how they help students in building mental models about the concepts important to computational thinking. The experiment used the TIS-100 game from Zachtronics. The investigation of mental models was carried out through quizzes and observations of dialogues with students during classes. We conclude that gamification is a powerful strategy to assist in the development of student’s computational thinking.
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spelling Gamification and computational thinking: analysis of an experience in high school / technical-educationGamificación y pensamiento computacional: análisis de una experiencia en escuela secundaria / técnica integradaGamificação e pensamento computacional: análise de uma experiência no ensino médio/técnico-integradoGamificaçãoAlgoritmosAssemblyProgramação.GamificaciónAlgoritmosEnsamblajeProgramación.GamificationAlgorithmsAssemblyProgramming.The goal of this work is to analyze how the use of gamification can support the    teaching/learning of computing for students of high school and technical-integrated courses that were not previously literate in the area. The strategy adopted was to use digital games in the classroom and investigate how they help students in building mental models about the concepts important to computational thinking. The experiment used the TIS-100 game from Zachtronics. The investigation of mental models was carried out through quizzes and observations of dialogues with students during classes. We conclude that gamification is a powerful strategy to assist in the development of student’s computational thinking.El objetivo de este trabajo es analizar cómo el uso de la gamificación puede favorecer la enseñanza / aprendizaje de la informática para estudiantes de escuela secundaria / técnica integrada que no estaban previamente alfabetizados en el área. La estrategia adoptada fue utilizar juegos digitales en el aula e investigar cómo ayudan a los estudiantes a construir modelos mentales sobre los conceptos importantes para el pensamiento computacional. En el experimento, se utilizó el juego Zachtronics TIS-100. La investigación de modelos mentales se llevó a cabo a través de evaluaciones y observaciones de diálogos verbalizados por los estudiantes durante las clases. Concluimos que la gamificación es una estrategia poderosa para ayudar en el desarrollo del pensamiento computacional.O objetivo deste trabalho é analisar como o uso da gamificação pode favorecer o ensino/aprendizado da computação para alunos de cursos médio/técnico-integrado que não foram previamente alfabetizados na área. A estratégia adotada foi utilizar jogos digitais na sala de aula e investigar como esses auxiliam os alunos na construção de modelos mentais sobre os conceitos importantes ao pensamento computacional. No experimento foi utilizado o jogo TIS-100 da Zachtronics. A investigação sobre os modelos mentais foi realizada através de avaliações e observações de diálogos verbalizados pelos alunos durante as aulas. Concluímos que a gamificação é uma estratégia poderosa para auxiliar no desenvolvimento do pensamento computacional.Research, Society and Development2020-10-07info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/805310.33448/rsd-v9i10.8053Research, Society and Development; Vol. 9 No. 10; e5439108053Research, Society and Development; Vol. 9 Núm. 10; e5439108053Research, Society and Development; v. 9 n. 10; e54391080532525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/8053/7906Copyright (c) 2020 Otavio de Souza Martins Gomes; Walace de Almeida Rodrigues; Raquel Aparecida Soares Reis Francohttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessGomes, Otavio de Souza MartinsRodrigues, Walace de Almeida Franco, Raquel Aparecida Soares Reis 2020-10-31T12:03:23Zoai:ojs.pkp.sfu.ca:article/8053Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:30:36.993050Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Gamification and computational thinking: analysis of an experience in high school / technical-education
Gamificación y pensamiento computacional: análisis de una experiencia en escuela secundaria / técnica integrada
Gamificação e pensamento computacional: análise de uma experiência no ensino médio/técnico-integrado
title Gamification and computational thinking: analysis of an experience in high school / technical-education
spellingShingle Gamification and computational thinking: analysis of an experience in high school / technical-education
Gomes, Otavio de Souza Martins
Gamificação
Algoritmos
Assembly
Programação.
Gamificación
Algoritmos
Ensamblaje
Programación.
Gamification
Algorithms
Assembly
Programming.
title_short Gamification and computational thinking: analysis of an experience in high school / technical-education
title_full Gamification and computational thinking: analysis of an experience in high school / technical-education
title_fullStr Gamification and computational thinking: analysis of an experience in high school / technical-education
title_full_unstemmed Gamification and computational thinking: analysis of an experience in high school / technical-education
title_sort Gamification and computational thinking: analysis of an experience in high school / technical-education
author Gomes, Otavio de Souza Martins
author_facet Gomes, Otavio de Souza Martins
Rodrigues, Walace de Almeida
Franco, Raquel Aparecida Soares Reis
author_role author
author2 Rodrigues, Walace de Almeida
Franco, Raquel Aparecida Soares Reis
author2_role author
author
dc.contributor.author.fl_str_mv Gomes, Otavio de Souza Martins
Rodrigues, Walace de Almeida
Franco, Raquel Aparecida Soares Reis
dc.subject.por.fl_str_mv Gamificação
Algoritmos
Assembly
Programação.
Gamificación
Algoritmos
Ensamblaje
Programación.
Gamification
Algorithms
Assembly
Programming.
topic Gamificação
Algoritmos
Assembly
Programação.
Gamificación
Algoritmos
Ensamblaje
Programación.
Gamification
Algorithms
Assembly
Programming.
description The goal of this work is to analyze how the use of gamification can support the    teaching/learning of computing for students of high school and technical-integrated courses that were not previously literate in the area. The strategy adopted was to use digital games in the classroom and investigate how they help students in building mental models about the concepts important to computational thinking. The experiment used the TIS-100 game from Zachtronics. The investigation of mental models was carried out through quizzes and observations of dialogues with students during classes. We conclude that gamification is a powerful strategy to assist in the development of student’s computational thinking.
publishDate 2020
dc.date.none.fl_str_mv 2020-10-07
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/8053
10.33448/rsd-v9i10.8053
url https://rsdjournal.org/index.php/rsd/article/view/8053
identifier_str_mv 10.33448/rsd-v9i10.8053
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/8053/7906
dc.rights.driver.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 9 No. 10; e5439108053
Research, Society and Development; Vol. 9 Núm. 10; e5439108053
Research, Society and Development; v. 9 n. 10; e5439108053
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
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