Hopscotch Pedagogical Architecture for the Development of Computational Thinking
Abstract
This expanded article aims to discuss a proposal for pedagogical architecture, through the game Amarelinha Água, to contribute to teachers as a suggestion for a didactic-pedagogical activity, focused on the process of teaching, learning and developing computational thinking. The approach of the PC in the planned architecture is understood, during the execution of the game, whose ability is algorithmic reasoning for the construction and development of the sequence of steps to complete the hopscotch route. The abstraction is noticeable through the analyzes that players can create before and during the hopscotch route. Furthermore, objects of knowledge of the English language will be developed. A final product of the application of architecture could be the production of videos and photos edited and posted by students on social networks to contribute to the appreciation of traditional games.
References
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