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  • 标题:A Programação de jogos como um instrumento motivador da aprendizagem
  • 本地全文:下载
  • 作者:Sergio Crespo Coelho da Silva Pinto ; Marcelo Simas Mattos
  • 期刊名称:Revista Espaço Pedagógico
  • 印刷版ISSN:2238-0302
  • 出版年度:2019
  • 卷号:26
  • 期号:2
  • 页码:370-394
  • DOI:10.5335/rep.v26i2.8692
  • 出版社:Universidade de Passo Fundo
  • 摘要:This paper describes a learning model that uses game programming for mobile phones as an alternative in the teaching-learning process in school subjects. The application of the model aims to contribute to the motivation, engagement and learning of students through the development of computational thinking. During the research, a pedagogical architecture of this model was developed, in which it is proposed that the students make successive improvements in a game from an initial version. The architecture was applied through experiments with Brazilian High School students in which they developed digital games that involved concepts of Mathematics. This work was carried out in an interdisciplinary way involving teachers of Computer Science and Mathematics. For programming, we chose a block-based visual programming language from the MIT App Inventor 2 environment to abstract the complexity of traditional programming languages such as C, C ++, Pascal, Java, and JavaScript. To make improvements, the students were encouraged to carry out the programming in compliance with what was specified by the teachers. The results obtained with the application of the model and its investigation indicate its use with a didactic resource contextualized with the daily life of Brazilian high school students.
  • 关键词:PBL;Programação;Jogos
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