O uso do jogo Robocode para desenvolvimento de carreiras em STEM e habilidades do século XXI: um estudo de caso nacional
Resumo
Universidades e práticas de ensino tradicionais têm enfrentado desafios ao preparar futuros profissionais em competências como o Pensamento Computacional, trabalho em equipe e outras habilidades do século XXI. Este trabalho tem por objetivo explorar novas práticas pedagógicas, analisando o uso do jogo sério Robocode dentro de um ambiente competitivo e como essa prática contribui para o desenvolvimento dessas competências. Foi possível verificar que essa prática estimula competências de Pensamento Computacional e habilidades do século XXI, sendo uma opção lúdica para a formação de profissionais mais preparados para o trabalho futuro com tecnologia.
Palavras-chave:
jogos sérios, pensamento computacional, habilidades do século XXI, construtivismo, aprendizagem baseada em problemas, construcionismo
Referências
Alhaddab, T. A. and Alnatheer, S. A. (2015). Future scientists: How women’s and minorities’ math self-efficacy and science perception affect their stem major selection. In IEEE Integrated STEM Education Conference. IEEE.
Ali, M., Talib, C. A., Surif, J., Ibrahim, N. H., and Abdullah, A. H. (2018). Effect of STEM competition on stem career interest. In IEEE 10th International Conference on Engineering Education - ICEED. IEEE.
Almeida, F., Faria, D., and Queirós, A. (2017). Strengths and limitations of qualitative and quantitative research methods.European Journal of Education Studies, 3:369–387.
Amaral, L., Silva, G. B. e., and Pantaleão, E. (2015). Plataforma robocode como ferra-menta l ́udica de ensino de programação de computadores - pesquisa e extensão universitária em escolas públicas de Minas Gerais. 26(1):200.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., and Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games.Computers & Education, 94:178–192
Brennan, K. and Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. In The American Educational Research Association - AERA, pages 1–25. AERA.
ComputerWorld (2019). Estas são as 10 linguagens de programação mais utilizadas em 2019. URL: https://computerworld.com.br/2019/11/08/estas-sao-as-10-linguagens-de-programacao-mais-utilizadas-em-2019/ [Last access on July, 2020]
J., K. and Gibson, J. (2006). Robocode problem-based learning: A non-prescriptive approach to teaching programming.ACM SIGCSE Bulletin, 38(3):217–221
Leydens, J. A., Moskal, B. M., and Pavelich, M. J. (2004). Qualitative methods used in the assessment of engineering education.Journal of Engineering Education, 93(1):65–72
LIAG - UNICAMP (2020). Torneio robocode. URL: https://liag.ft.unicamp.br/robocode/[Last access on June, 2020].
Meira, M. C. (2016).Aprendizagem de linguagem de programação com metodologia PBL em competições cientíicas com Robocode = Learning programming languagewith problem based learning methodology in scientific competitions with Robocode. Dissertação (mestrado), Universidade Estadual de Campinas, Faculdade de Tecnologia, Limeira, SP.
Moust, J., Bouhuijs, P., and Schmidt, H. (2016).Introduction to Problem-Based Learning.A guide for students. Routledge, 6th edition.
Seemiller, C. and Grace, M. (2017). Generation z: Educating and engaging the next generation of students. About Campus, 22(3):21–26.
Shatto, B. and Erwin, K. (2016). Moving on from millennials: Preparing for generation Z.The Journal of Continuing Education in Nursing, 47(6):253–254.
Shute, V. J., Sun, C., and Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22:142–158.
Sousa, C. and Costa, C. (2018). Videogames as a learning tool: Is game-based learning more effective?Revista Lusófona de Educação, 40:199–240.
Starman, A. B. (2013). The case study as a type of qualitative research.Journal of Contemporary Educational Studies, 64(1):28–43.
Weintrop, D. and Wilensky, U. (2012). Robobuilder: A program-to-play constructionist video game. InProceedings of the Constructionism Conference.
Wing, J. M. (2006). Computational thinking.Communications of the ACM, 49(3):33–158.
Wing, J. M. (2008). Computational thinking and thinking about computing.Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, 366(1881):3717–3725.
World Economic Forum (2018). The future of jobs report - insight report.URL:https://www.voced.edu.au/content/ngv:80780 [Last access on June, 2020].
Yew, E. H. J. and Goh, K. (2016). Problem-based learning: An overview of its process and impact on learning.Health Professions Education, 2(2):75–79.
Ali, M., Talib, C. A., Surif, J., Ibrahim, N. H., and Abdullah, A. H. (2018). Effect of STEM competition on stem career interest. In IEEE 10th International Conference on Engineering Education - ICEED. IEEE.
Almeida, F., Faria, D., and Queirós, A. (2017). Strengths and limitations of qualitative and quantitative research methods.European Journal of Education Studies, 3:369–387.
Amaral, L., Silva, G. B. e., and Pantaleão, E. (2015). Plataforma robocode como ferra-menta l ́udica de ensino de programação de computadores - pesquisa e extensão universitária em escolas públicas de Minas Gerais. 26(1):200.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., and Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games.Computers & Education, 94:178–192
Brennan, K. and Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. In The American Educational Research Association - AERA, pages 1–25. AERA.
ComputerWorld (2019). Estas são as 10 linguagens de programação mais utilizadas em 2019. URL: https://computerworld.com.br/2019/11/08/estas-sao-as-10-linguagens-de-programacao-mais-utilizadas-em-2019/ [Last access on July, 2020]
J., K. and Gibson, J. (2006). Robocode problem-based learning: A non-prescriptive approach to teaching programming.ACM SIGCSE Bulletin, 38(3):217–221
Leydens, J. A., Moskal, B. M., and Pavelich, M. J. (2004). Qualitative methods used in the assessment of engineering education.Journal of Engineering Education, 93(1):65–72
LIAG - UNICAMP (2020). Torneio robocode. URL: https://liag.ft.unicamp.br/robocode/[Last access on June, 2020].
Meira, M. C. (2016).Aprendizagem de linguagem de programação com metodologia PBL em competições cientíicas com Robocode = Learning programming languagewith problem based learning methodology in scientific competitions with Robocode. Dissertação (mestrado), Universidade Estadual de Campinas, Faculdade de Tecnologia, Limeira, SP.
Moust, J., Bouhuijs, P., and Schmidt, H. (2016).Introduction to Problem-Based Learning.A guide for students. Routledge, 6th edition.
Seemiller, C. and Grace, M. (2017). Generation z: Educating and engaging the next generation of students. About Campus, 22(3):21–26.
Shatto, B. and Erwin, K. (2016). Moving on from millennials: Preparing for generation Z.The Journal of Continuing Education in Nursing, 47(6):253–254.
Shute, V. J., Sun, C., and Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22:142–158.
Sousa, C. and Costa, C. (2018). Videogames as a learning tool: Is game-based learning more effective?Revista Lusófona de Educação, 40:199–240.
Starman, A. B. (2013). The case study as a type of qualitative research.Journal of Contemporary Educational Studies, 64(1):28–43.
Weintrop, D. and Wilensky, U. (2012). Robobuilder: A program-to-play constructionist video game. InProceedings of the Constructionism Conference.
Wing, J. M. (2006). Computational thinking.Communications of the ACM, 49(3):33–158.
Wing, J. M. (2008). Computational thinking and thinking about computing.Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, 366(1881):3717–3725.
World Economic Forum (2018). The future of jobs report - insight report.URL:https://www.voced.edu.au/content/ngv:80780 [Last access on June, 2020].
Yew, E. H. J. and Goh, K. (2016). Problem-based learning: An overview of its process and impact on learning.Health Professions Education, 2(2):75–79.
Publicado
24/11/2020
Como Citar
NATUCCI, Gabriel C.; CRUZ, Jhasmani Tito; BORGES, Marcos A. F.; MORAES, Regina L..
O uso do jogo Robocode para desenvolvimento de carreiras em STEM e habilidades do século XXI: um estudo de caso nacional. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 31. , 2020, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
.
p. 362-371.
DOI: https://doi.org/10.5753/cbie.sbie.2020.362.