Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas

Detalhes bibliográficos
Autor(a) principal: Meira, Ricardo Radaelli
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Manancial - Repositório Digital da UFSM
Texto Completo: http://repositorio.ufsm.br/handle/1/15199
Resumo: The present dissertation entitled "COMPUTATIONAL THINKING IN BASIC EDUCATION: A METHODOLOGICAL PROPOSAL WITH GAMES AND LONDON ACTIVITIES" was carried out in the research line Development of Educational Technologies in Network, in the area of concentration Educational Technologies in Network for Innovation and Democratization of Education, in the course Master's Degree in Networked Educational Technologies, at the Federal University of Santa Maria. This dissertation proposed to elaborate, apply and analyze a methodological proposal with games and play activities that seeks to stimulate the development of the Computational Thinking of elementary school students of a public school, through practical workshops, where the students are accompanied in the course of the proposed activities. Firstly, contextualizes computational thinking and its teaching in the educational field, the state of the art and the insertion of computational thinking in Basic Education. The games and play activities selected and used were Computational Thinking in Daily Life, The Pillars of Computational Thinking, Human Robot, Building Frankenstein, Story Building, Tower of Hanoi, Logic Blocks, Code Time and Scratch. The activities carried out resulted in an interaction between the studied group and the latter with the concepts of computational thinking, the tools used were analyzed on the view of knowledge developed by the students according to their use, and suggestions for use and improvement were presented. The research is characterized as qualitative and uses as a methodological procedure the field research, with the help of tools used in activities with and without computational resources. As final product, the methodology proposed in this dissertation is elaborated.
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spelling 2019-01-03T13:46:23Z2019-01-03T13:46:23Z2017-10-20http://repositorio.ufsm.br/handle/1/15199The present dissertation entitled "COMPUTATIONAL THINKING IN BASIC EDUCATION: A METHODOLOGICAL PROPOSAL WITH GAMES AND LONDON ACTIVITIES" was carried out in the research line Development of Educational Technologies in Network, in the area of concentration Educational Technologies in Network for Innovation and Democratization of Education, in the course Master's Degree in Networked Educational Technologies, at the Federal University of Santa Maria. This dissertation proposed to elaborate, apply and analyze a methodological proposal with games and play activities that seeks to stimulate the development of the Computational Thinking of elementary school students of a public school, through practical workshops, where the students are accompanied in the course of the proposed activities. Firstly, contextualizes computational thinking and its teaching in the educational field, the state of the art and the insertion of computational thinking in Basic Education. The games and play activities selected and used were Computational Thinking in Daily Life, The Pillars of Computational Thinking, Human Robot, Building Frankenstein, Story Building, Tower of Hanoi, Logic Blocks, Code Time and Scratch. The activities carried out resulted in an interaction between the studied group and the latter with the concepts of computational thinking, the tools used were analyzed on the view of knowledge developed by the students according to their use, and suggestions for use and improvement were presented. The research is characterized as qualitative and uses as a methodological procedure the field research, with the help of tools used in activities with and without computational resources. As final product, the methodology proposed in this dissertation is elaborated.A presente dissertação intitulada “PENSAMENTO COMPUTACIONAL NA EDUCAÇÃO BÁSICA: UMA PROPOSTA METODOLÓGICA COM JOGOS E ATIVIDADES LÚDICAS” foi realizada na linha de pesquisa Desenvolvimento de Tecnologias Educacionais em Rede, na área de concentração Tecnologias Educacionais em Rede para Inovação e Democratização da Educação, no curso de mestrado em Tecnologias Educacionais em Rede, na Universidade Federal de Santa Maria. Tal dissertação propôs elaborar, aplicar e analisar uma proposta metodológica com jogos e atividades lúdicas que busca estimular o desenvolvimento do Pensamento Computacional de alunos de Ensino Fundamental de uma escola pública, através de oficinas práticas, onde os alunos são acompanhados no decorrer das atividades propostas. Primeiramente, contextualiza-se o pensamento computacional e seu ensino no âmbito educacional, o estado da arte e a inserção do pensamento computacional na Educação Básica. Os jogos e atividades lúdicas selecionados e utilizados foram Pensamento Computacional no Cotidiano, Os Pilares do Pensamento Computacional, Robô Humano, Construindo Frankenstein, Construção de Histórias, Torre de Hanói, Blocos Lógicos, Hora do Código e Scratch. As atividades analisadas resultaram em uma interação entre o grupo estudado e os conceitos do pensamento computacional, sendo apresentadas sugestões de uso e melhorias. A pesquisa caracteriza-se como qualitativa e emprega como procedimento metodológico a pesquisa de campo, com o auxilio de ferramentas utilizadas em atividades com e sem recursos computacionais. Como conclusão da dissertação, verificou-se que os participantes compreenderam o pensamento computacional depois das atividades desenvolvidas e desenvolveram uma visão e capacidade de aplicação deste pensamento na resolução de situações e problemas no cotidiano escolar e demais situações de sua vida. As ferramentas analisadas e utilizadas atenderam as expectativas, sendo capazes de possibilitar aos alunos experiências significativas em ação e reflexão. Como produto final, tem-se a elaboração da metodologia proposta nessa dissertação.porUniversidade Federal de Santa MariaCentro de EducaçãoPrograma de Pós-Graduação em Tecnologias Educacionais em RedeUFSMBrasilEducaçãoAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessPensamento computacionalJogosAtividades lúdicasTecnologiaEducaçãoComputational thinkingGamesEducationCNPQ::CIENCIAS HUMANAS::EDUCACAOPensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicasComputational thinking in basic education: a methodological proposal with games and ladical activitiesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisOliveira, Andréia Machadohttp://lattes.cnpq.br/7243757837987821Reategui, Eliseo Bernihttp://lattes.cnpq.br/9140136724972740Bernardi, Gilianehttp://lattes.cnpq.br/8988734339185408http://lattes.cnpq.br/5697197274003556Meira, Ricardo Radaelli700800000006600c55f9fde-f832-4c6f-80bd-c55a479672b03715c836-a80f-48c5-af0a-a97fe8ffff25a941dcc8-9a1d-465e-88da-5a8c8c228dfcfa20bc52-7907-4fc0-b967-7625902dcd81reponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSMCC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; 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dc.title.por.fl_str_mv Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
dc.title.alternative.eng.fl_str_mv Computational thinking in basic education: a methodological proposal with games and ladical activities
title Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
spellingShingle Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
Meira, Ricardo Radaelli
Pensamento computacional
Jogos
Atividades lúdicas
Tecnologia
Educação
Computational thinking
Games
Education
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
title_full Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
title_fullStr Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
title_full_unstemmed Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
title_sort Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas
author Meira, Ricardo Radaelli
author_facet Meira, Ricardo Radaelli
author_role author
dc.contributor.advisor1.fl_str_mv Oliveira, Andréia Machado
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/7243757837987821
dc.contributor.referee1.fl_str_mv Reategui, Eliseo Berni
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/9140136724972740
dc.contributor.referee2.fl_str_mv Bernardi, Giliane
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/8988734339185408
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/5697197274003556
dc.contributor.author.fl_str_mv Meira, Ricardo Radaelli
contributor_str_mv Oliveira, Andréia Machado
Reategui, Eliseo Berni
Bernardi, Giliane
dc.subject.por.fl_str_mv Pensamento computacional
Jogos
Atividades lúdicas
Tecnologia
Educação
topic Pensamento computacional
Jogos
Atividades lúdicas
Tecnologia
Educação
Computational thinking
Games
Education
CNPQ::CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv Computational thinking
Games
Education
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::EDUCACAO
description The present dissertation entitled "COMPUTATIONAL THINKING IN BASIC EDUCATION: A METHODOLOGICAL PROPOSAL WITH GAMES AND LONDON ACTIVITIES" was carried out in the research line Development of Educational Technologies in Network, in the area of concentration Educational Technologies in Network for Innovation and Democratization of Education, in the course Master's Degree in Networked Educational Technologies, at the Federal University of Santa Maria. This dissertation proposed to elaborate, apply and analyze a methodological proposal with games and play activities that seeks to stimulate the development of the Computational Thinking of elementary school students of a public school, through practical workshops, where the students are accompanied in the course of the proposed activities. Firstly, contextualizes computational thinking and its teaching in the educational field, the state of the art and the insertion of computational thinking in Basic Education. The games and play activities selected and used were Computational Thinking in Daily Life, The Pillars of Computational Thinking, Human Robot, Building Frankenstein, Story Building, Tower of Hanoi, Logic Blocks, Code Time and Scratch. The activities carried out resulted in an interaction between the studied group and the latter with the concepts of computational thinking, the tools used were analyzed on the view of knowledge developed by the students according to their use, and suggestions for use and improvement were presented. The research is characterized as qualitative and uses as a methodological procedure the field research, with the help of tools used in activities with and without computational resources. As final product, the methodology proposed in this dissertation is elaborated.
publishDate 2017
dc.date.issued.fl_str_mv 2017-10-20
dc.date.accessioned.fl_str_mv 2019-01-03T13:46:23Z
dc.date.available.fl_str_mv 2019-01-03T13:46:23Z
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url http://repositorio.ufsm.br/handle/1/15199
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dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
Centro de Educação
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Tecnologias Educacionais em Rede
dc.publisher.initials.fl_str_mv UFSM
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Educação
publisher.none.fl_str_mv Universidade Federal de Santa Maria
Centro de Educação
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