Explorando Pensamento Computacional com Minecraft e Arduino para Iniciação à Programação e Microeletrônica
Resumo
A inserção de crianças e adolescentes no universo da programação e da microeletrônica pode ser potencializada por abordagens lúdicas e acessíveis. Este trabalho apresenta o desenvolvimento de três protótipos interativos que integram o jogo Minecraft ao microcontrolador Arduino, com o objetivo de explorar suas aplicações no ensino de pensamento computacional e eletrônica básica. Foram construídos: (1) uma plantação automatizada acionada por botão físico; (2) um sistema de alarme ativado por intrusos no ambiente virtual; e (3) um indicador físico de atividade de fornalha. Os protótipos funcionaram corretamente, permitindo a troca de sinais digitais entre os mundos físico e virtual e evidenciando o potencial da proposta para desenvolver competências como lógica, abstração e criatividade. Embora sem aplicação empírica com estudantes, os resultados sugerem que a combinação de Minecraft e Arduino representa uma alternativa viável e motivadora para práticas educacionais baseadas em projetos e nos princípios da educação STEAM.Referências
Baichtal, J. (2017). Minecraft for Makers: Minecraft in the Real World with LEGO, 3D Printing, Arduino, and More! Maker Media, Inc.
Banzi, M. and Shiloh, M. (2022). Getting started with Arduino: the open source electronics prototyping platform. Maker Media, Inc.
Bile, A. (2022). Development of intellectual and scientific abilities through game-programming in minecraft. Education and Information Technologies, 27(5):7241–7256.
García-Tudela, P. A. and Marín-Marín, J.-A. (2023). Use of arduino in primary education: a systematic review. Education Sciences, 13(2):134.
Gil, A. C. et al. (2002). Como elaborar projetos de pesquisa, volume 4. Atlas São Paulo.
Jia, Y., Zhou, B., and Zheng, X. (2021). A curriculum integrating steam and maker education promotes pupils’ learning motivation, self-efficacy, and interdisciplinary knowledge acquisition. Frontiers in psychology, 12:725525.
Kutay, E. and Oner, D. (2022). Coding with minecraft: The development of middle school students’ computational thinking. ACM Transactions on Computing Education (TOCE), 22(2):1–19.
López-Belmonte, J., Marín-Marín, J.-A., Soler-Costa, R., and Moreno-Guerrero, A.-J. (2020). Arduino advances in web of science. a scientific mapping of literary production. IEEE Access, 8:128674–128682.
Microsoft (2025). Microsoft minecraft education edition: Features and benefits. [link]. Accessed: 2025-06-01.
Minecraft Education (2024). Code builder in minecraft education. [link].
Panja, V. and Berge, J. (2021). Minecraft education edition’s ability to create an effective and engaging learning experience. Journal of Student Research, 10(2):1–12.
Papert, S. A. (2020). Mindstorms: Children, computers, and powerful ideas. Basic books.
Rossano, V., Roselli, T., and Quercia, G. (2018). Coding and computational thinking with arduino. International Association for Development of the Information Society.
Sáez-López, J.-M., Miller, J., Vázquez-Cano, E., and Domínguez-Garrido, M.-C. (2015). Exploring application, attitudes and integration of video games: Minecraftedu in middle school. Sáez-López, JM, Miller, J., Vázquez-Cano, E., & Domínguez-Garrido, MC (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School. Educational Technology & Society, 18(3):114–128.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3):33–35.
Yakman, G. (2008). Stσ@ m education: an overview of creating a model of integrative education. pupils attitudes towards technology. 2008 Annual Proceedings. Netherlands.
Zolyomi, A. and Schmalz, M. (2017). Mining for social skills: Minecraft in home and therapy for neurodiverse youth.
Banzi, M. and Shiloh, M. (2022). Getting started with Arduino: the open source electronics prototyping platform. Maker Media, Inc.
Bile, A. (2022). Development of intellectual and scientific abilities through game-programming in minecraft. Education and Information Technologies, 27(5):7241–7256.
García-Tudela, P. A. and Marín-Marín, J.-A. (2023). Use of arduino in primary education: a systematic review. Education Sciences, 13(2):134.
Gil, A. C. et al. (2002). Como elaborar projetos de pesquisa, volume 4. Atlas São Paulo.
Jia, Y., Zhou, B., and Zheng, X. (2021). A curriculum integrating steam and maker education promotes pupils’ learning motivation, self-efficacy, and interdisciplinary knowledge acquisition. Frontiers in psychology, 12:725525.
Kutay, E. and Oner, D. (2022). Coding with minecraft: The development of middle school students’ computational thinking. ACM Transactions on Computing Education (TOCE), 22(2):1–19.
López-Belmonte, J., Marín-Marín, J.-A., Soler-Costa, R., and Moreno-Guerrero, A.-J. (2020). Arduino advances in web of science. a scientific mapping of literary production. IEEE Access, 8:128674–128682.
Microsoft (2025). Microsoft minecraft education edition: Features and benefits. [link]. Accessed: 2025-06-01.
Minecraft Education (2024). Code builder in minecraft education. [link].
Panja, V. and Berge, J. (2021). Minecraft education edition’s ability to create an effective and engaging learning experience. Journal of Student Research, 10(2):1–12.
Papert, S. A. (2020). Mindstorms: Children, computers, and powerful ideas. Basic books.
Rossano, V., Roselli, T., and Quercia, G. (2018). Coding and computational thinking with arduino. International Association for Development of the Information Society.
Sáez-López, J.-M., Miller, J., Vázquez-Cano, E., and Domínguez-Garrido, M.-C. (2015). Exploring application, attitudes and integration of video games: Minecraftedu in middle school. Sáez-López, JM, Miller, J., Vázquez-Cano, E., & Domínguez-Garrido, MC (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School. Educational Technology & Society, 18(3):114–128.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3):33–35.
Yakman, G. (2008). Stσ@ m education: an overview of creating a model of integrative education. pupils attitudes towards technology. 2008 Annual Proceedings. Netherlands.
Zolyomi, A. and Schmalz, M. (2017). Mining for social skills: Minecraft in home and therapy for neurodiverse youth.
Publicado
12/08/2025
Como Citar
NASCIMENTO, Davi Araújo do; BRAGA, William Gabriel Y. A..
Explorando Pensamento Computacional com Minecraft e Arduino para Iniciação à Programação e Microeletrônica. In: ESCOLA REGIONAL DE COMPUTAÇÃO BAHIA, ALAGOAS E SERGIPE (ERBASE), 25. , 2025, Lagarto/SE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
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p. 478-487.
DOI: https://doi.org/10.5753/erbase.2025.13762.
