Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Manancial - Repositório Digital da UFSM |
dARK ID: | ark:/26339/001300000njpc |
Texto Completo: | http://repositorio.ufsm.br/handle/1/20661 |
Resumo: | This dissertation is associated with the research line Development in Network Educational Technologies of the Graduate Program in Educational Network Technologies of the Universidade Federal de Santa Maria (UFSM) and describes an action research on the teaching of Object Oriented Programming (OOP), from a game development perspective. The motivation for this proposal stems from the fact that, unlike what can be imagined, the use of technologies does not make today's young people "experts" in computing, since, according to studies by Souza, Batista and Barbosa (2016), teaching and learning programming are considered by many teachers and students a difficult process. For this reason, the disciplines that deal with the teaching of computer programming in computer courses suffer from the difficulties of the students. These problems are also verified in the IFFAR Campus Santo Augusto Technical Computer Science Course, since students present great difficulties in understanding programming concepts, especially those involving OOP. In this sense, the present research sought to understand how the development of games can contribute and facilitate the appropriation of the OOP concepts. Such research came from the creation of game prototypes with support of the Greenfoot development environment. The proposed theme for this study arises from the intention to use the motivation found in games to overcome the difficulties of teaching and learning object oriented programming. It is an applied research with a qualitative-quantitative approach that aims to generate knowledge that will result in reflections on professional practice and to improve programming teaching. For this research, two classes were selected from the IFFAR Campus Santo Augusto course in Computer Science, Integrated in High School (3rd year), with each class consisting of 20 to 26 students. The actions of this proposal were developed in the discipline of Programming Language III and, in both classes, the mentioned discipline was given by the same research professor. The development of the proposal was guided by the structuring of Study Units, addressing the development of game prototypes with the intrinsic purpose of providing conditions for learning object orientation concepts, as well as promoting improvement in didactic interventions in the teaching of computer programming. From the research, it was possible to perceive good acceptance of the students to the proposal, according to the opinions collected in a questionnaire answered by the participants of the research. It was also possible to verify that there was evolution in student learning, as evidenced by statistical tests performed with comparative results of the evaluation performed through the development of conceptual maps before and after interventions. An orientation guide was also produced to be used by professionals in the area to teach OOP. |
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Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfootTeaching object oriented programming in professional education by gaming development supported by the greenfoot environmentEnsino da computaçãoProgramação orientada a objetosDesenvolvimento de jogosComputer educationObject oriented programmingGames developmentCNPQ::CIENCIAS HUMANAS::EDUCACAOThis dissertation is associated with the research line Development in Network Educational Technologies of the Graduate Program in Educational Network Technologies of the Universidade Federal de Santa Maria (UFSM) and describes an action research on the teaching of Object Oriented Programming (OOP), from a game development perspective. The motivation for this proposal stems from the fact that, unlike what can be imagined, the use of technologies does not make today's young people "experts" in computing, since, according to studies by Souza, Batista and Barbosa (2016), teaching and learning programming are considered by many teachers and students a difficult process. For this reason, the disciplines that deal with the teaching of computer programming in computer courses suffer from the difficulties of the students. These problems are also verified in the IFFAR Campus Santo Augusto Technical Computer Science Course, since students present great difficulties in understanding programming concepts, especially those involving OOP. In this sense, the present research sought to understand how the development of games can contribute and facilitate the appropriation of the OOP concepts. Such research came from the creation of game prototypes with support of the Greenfoot development environment. The proposed theme for this study arises from the intention to use the motivation found in games to overcome the difficulties of teaching and learning object oriented programming. It is an applied research with a qualitative-quantitative approach that aims to generate knowledge that will result in reflections on professional practice and to improve programming teaching. For this research, two classes were selected from the IFFAR Campus Santo Augusto course in Computer Science, Integrated in High School (3rd year), with each class consisting of 20 to 26 students. The actions of this proposal were developed in the discipline of Programming Language III and, in both classes, the mentioned discipline was given by the same research professor. The development of the proposal was guided by the structuring of Study Units, addressing the development of game prototypes with the intrinsic purpose of providing conditions for learning object orientation concepts, as well as promoting improvement in didactic interventions in the teaching of computer programming. From the research, it was possible to perceive good acceptance of the students to the proposal, according to the opinions collected in a questionnaire answered by the participants of the research. It was also possible to verify that there was evolution in student learning, as evidenced by statistical tests performed with comparative results of the evaluation performed through the development of conceptual maps before and after interventions. An orientation guide was also produced to be used by professionals in the area to teach OOP.Esta dissertação está associada à linha de pesquisa Desenvolvimento em Tecnologias Educacionais em Rede, do Programa de Pós-Graduação em Tecnologias Educacionais em Rede da Universidade Federal de Santa Maria, e descreve uma pesquisa-ação sobre o ensino de Programação Orientada a Objetos (POO), sob uma perspectiva de desenvolvimento de jogos. A motivação para esta proposta tem origem na constatação de que, diferente do que se possa imaginar, o uso das tecnologias não faz dos jovens da atualidade “experts” em computação, pois, conforme estudos realizados por Souza, Batista e Barbosa (2016), o ensino e a aprendizagem de programação são considerados por muitos professores e alunos um processo difícil. Por esse motivo, as disciplinas que tratam do ensino de programação de computadores nos cursos de computação sofrem com as dificuldades dos estudantes. Tais problemas também são verificados no curso Técnico em Informática Integrado ao Ensino Médio do IFFAR Campus Santo Augusto, pois estudantes apresentam grandes dificuldades em compreender conceitos de programação, sobretudo os que envolvem POO. Nesse sentido, a presente pesquisa buscou compreender como o desenvolvimento de jogos pode contribuir e facilitar a apropriação dos conceitos de POO. Tal investigação ocorreu a partir da criação de protótipos de jogos com apoio do ambiente de desenvolvimento Greenfoot. A temática proposta para esse estudo surge da intenção de se utilizar a motivação encontrada nos jogos para romper as dificuldades de ensino e de aprendizagem de programação orientada a objetos. Trata-se de uma pesquisa aplicada com abordagem quali-quantitativa que objetivou gerar conhecimentos que resultarão em reflexões sobre a prática profissional e para aperfeiçoar o ensino de programação. Por se tratar de um método que envolve interação entre o pesquisador e as pessoas implicadas na situação investigada, por ter caráter esclarecedor do problema, frente ao acompanhamento constante das ações, este estudo utilizou procedimentos técnicos característicos da pesquisa-ação. Para esta pesquisa foram selecionadas duas turmas do curso Técnico em Informática Integrado ao Ensino Médio (3º ano) do IFFAR Campus Santo Augusto, sendo cada turma composta por 20 a 26 estudantes. As ações dessa proposta foram desenvolvidas na disciplina de Linguagem de Programação III sendo que, em ambas as turmas, a disciplina citada foi ministrada pelo mesmo professor pesquisador. O desenvolvimento da proposta foi norteado pela estruturação de Unidades de Estudo, abordando o desenvolvimento de protótipos de jogos com a finalidade intrínseca de proporcionar condições para a aprendizagem dos conceitos de orientação a objetos, bem como promover melhoria nas intervenções didáticas no ensino de programação de computadores. A partir da pesquisa, pôde-se perceber boa aceitação dos estudantes à proposta, conforme opiniões coletadas em questionário respondido pelos participantes da pesquisa. Também foi possível verificar que houve evolução na aprendizagem dos alunos, comprovada por testes estatísticos executados com comparativos dos resultados da avaliação realizada por meio do desenvolvimento de mapas conceituais pré e pós-intervenções. Produziu-se também um guia de orientações para ser utilizado por profissionais da área para o ensino de POO.Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em Tecnologias Educacionais em RedeCentro de EducaçãoBernardi, Gilianehttp://lattes.cnpq.br/8988734339185408Cordenonsi, Andre ZankiXXXXXXXXXXXXXXXCambraia, Adão CaronXXXXXXXXXXXXXXRichter, Cleitom José2021-04-22T09:51:15Z2021-04-22T09:51:15Z2019-08-27info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/pdfhttp://repositorio.ufsm.br/handle/1/20661ark:/26339/001300000njpcporAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2024-07-05T15:46:59Zoai:repositorio.ufsm.br:1/20661Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/ONGhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.comopendoar:2024-07-05T15:46:59Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false |
dc.title.none.fl_str_mv |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot Teaching object oriented programming in professional education by gaming development supported by the greenfoot environment |
title |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot |
spellingShingle |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot Richter, Cleitom José Ensino da computação Programação orientada a objetos Desenvolvimento de jogos Computer education Object oriented programming Games development CNPQ::CIENCIAS HUMANAS::EDUCACAO |
title_short |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot |
title_full |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot |
title_fullStr |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot |
title_full_unstemmed |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot |
title_sort |
Ensino de programação orientada a objetos na educação profissional por meio do desenvolvimento de jogos apoiado pelo ambiente greenfoot |
author |
Richter, Cleitom José |
author_facet |
Richter, Cleitom José |
author_role |
author |
dc.contributor.none.fl_str_mv |
Bernardi, Giliane http://lattes.cnpq.br/8988734339185408 Cordenonsi, Andre Zanki XXXXXXXXXXXXXXX Cambraia, Adão Caron XXXXXXXXXXXXXX |
dc.contributor.author.fl_str_mv |
Richter, Cleitom José |
dc.subject.por.fl_str_mv |
Ensino da computação Programação orientada a objetos Desenvolvimento de jogos Computer education Object oriented programming Games development CNPQ::CIENCIAS HUMANAS::EDUCACAO |
topic |
Ensino da computação Programação orientada a objetos Desenvolvimento de jogos Computer education Object oriented programming Games development CNPQ::CIENCIAS HUMANAS::EDUCACAO |
description |
This dissertation is associated with the research line Development in Network Educational Technologies of the Graduate Program in Educational Network Technologies of the Universidade Federal de Santa Maria (UFSM) and describes an action research on the teaching of Object Oriented Programming (OOP), from a game development perspective. The motivation for this proposal stems from the fact that, unlike what can be imagined, the use of technologies does not make today's young people "experts" in computing, since, according to studies by Souza, Batista and Barbosa (2016), teaching and learning programming are considered by many teachers and students a difficult process. For this reason, the disciplines that deal with the teaching of computer programming in computer courses suffer from the difficulties of the students. These problems are also verified in the IFFAR Campus Santo Augusto Technical Computer Science Course, since students present great difficulties in understanding programming concepts, especially those involving OOP. In this sense, the present research sought to understand how the development of games can contribute and facilitate the appropriation of the OOP concepts. Such research came from the creation of game prototypes with support of the Greenfoot development environment. The proposed theme for this study arises from the intention to use the motivation found in games to overcome the difficulties of teaching and learning object oriented programming. It is an applied research with a qualitative-quantitative approach that aims to generate knowledge that will result in reflections on professional practice and to improve programming teaching. For this research, two classes were selected from the IFFAR Campus Santo Augusto course in Computer Science, Integrated in High School (3rd year), with each class consisting of 20 to 26 students. The actions of this proposal were developed in the discipline of Programming Language III and, in both classes, the mentioned discipline was given by the same research professor. The development of the proposal was guided by the structuring of Study Units, addressing the development of game prototypes with the intrinsic purpose of providing conditions for learning object orientation concepts, as well as promoting improvement in didactic interventions in the teaching of computer programming. From the research, it was possible to perceive good acceptance of the students to the proposal, according to the opinions collected in a questionnaire answered by the participants of the research. It was also possible to verify that there was evolution in student learning, as evidenced by statistical tests performed with comparative results of the evaluation performed through the development of conceptual maps before and after interventions. An orientation guide was also produced to be used by professionals in the area to teach OOP. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019-08-27 2021-04-22T09:51:15Z 2021-04-22T09:51:15Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://repositorio.ufsm.br/handle/1/20661 |
dc.identifier.dark.fl_str_mv |
ark:/26339/001300000njpc |
url |
http://repositorio.ufsm.br/handle/1/20661 |
identifier_str_mv |
ark:/26339/001300000njpc |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.rights.driver.fl_str_mv |
Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Federal de Santa Maria Brasil Educação UFSM Programa de Pós-Graduação em Tecnologias Educacionais em Rede Centro de Educação |
publisher.none.fl_str_mv |
Universidade Federal de Santa Maria Brasil Educação UFSM Programa de Pós-Graduação em Tecnologias Educacionais em Rede Centro de Educação |
dc.source.none.fl_str_mv |
reponame:Manancial - Repositório Digital da UFSM instname:Universidade Federal de Santa Maria (UFSM) instacron:UFSM |
instname_str |
Universidade Federal de Santa Maria (UFSM) |
instacron_str |
UFSM |
institution |
UFSM |
reponame_str |
Manancial - Repositório Digital da UFSM |
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Manancial - Repositório Digital da UFSM |
repository.name.fl_str_mv |
Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM) |
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atendimento.sib@ufsm.br||tedebc@gmail.com |
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1815172368091316224 |