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Uma estratégia de aprendizagem cooperativa para desenvolvimento do pensamento computacional por meio de atividades de produção de jogos digitais

Jesus, Angelo; Silveira, Ismar Frango (2019). Uma estratégia de aprendizagem cooperativa para desenvolvimento do pensamento computacional por meio de atividades de produção de jogos digitais. REnCiMa. Revista de Ensino de Ciéncias e Matemática , 10(4), pp. 192-211 .

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Resumen

Including Computational Thinking (CT) in the classroom can bring great advances to education. Through Computational Thinking, students can exercise logical reasoning, solve complex problems, deal with abstraction and other skills. Collaboration is also a key aspect of learning. Social interactions between students wreaked from cooperative learning methods could contribute to build knowledge in different ways. This article describes the development of a Cooperative Learning strategy to support and mobilize CT skills in students. Fundamental features of cooperative learning concepts from the literature have been studied and designed to fit the proposed learning strategy. Also, the proposed method uses Game Development approaches in order to engage learners. In addition to being present in students' daily lives, digital games enable direct interaction by giving feedbacks to student commands via animated graphics. A strategy analysis was performed through activities carried out with groups of students from the elementary schools' final series. We investigated the created artifacts and the interactions between students. The results showed that the approach was capable to mobilize CT problem-solving strategies and reflections about social interactions in the group.

Tipo de Registro:Artículo
Términos clave:13. Matemáticas escolares > _Otros temas de matemáticas escolares > Lógica
10. Otras nociones de Educación Matemática > Resolución de problemas > Tipos de problemas
10. Otras nociones de Educación Matemática > Resolución de problemas > Resolución y estrategias
06. Aprendizaje > Procesos cognitivos > Abstracción
03. Aula > Recursos didácticos > Recursos informáticos > Software
06. Aprendizaje > Procesos cognitivos > Comprensión
Nivel Educativo:Educación Secundaria Básica (13-16 años)
Código ID:31842
Depositado Por:Maritza Ruth Buitrago
Depositado En:23 May 2023 07:00
Fecha de Modificación Más Reciente:23 May 2023 07:00
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