Gamification and computational thinking: analysis of an experience in high school / technical-education
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Outros Autores: | , |
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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Research, Society and Development |
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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 |
_version_ |
1797052803715170304 |