Impact of Gamification on Logic Learning: Promoting Computational Thinking and Adapting to Learning Styles
Abstract
This article consists of an experience report regarding the application of educational robotics workshops, which aimed to include girls and women in STEM areas. The meetings were based on the use of Arduino and fundamentals of programming logic, supported by the use of active methodologies to motivate the entry of participants into undergraduate courses in the area of technology, as well as contributing to the permanence and success of entrants at the level higher. The results obtained showed that, in addition to the development of technical skills and competencies, the participants raised ideas for technological contributions to the community and aroused interest in developing projects in the fields of robotics and automation.
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