NewBot: Jogo Educativo para o Ensino do Pensamento Computacional

  • Guilherme Silva Universidade Federal do ABC
  • Júlia O. Pessoa Universidade Federal do ABC
  • Ian N. M. da Magatti Universidade Federal do ABC
  • Aymê C. Gonçalves Universidade Federal do ABC
  • Karoline R. Garcia Universidade Federal do ABC
  • André L. Brandão Universidade Federal do ABC https://orcid.org/0000-0002-9179-0495
  • Karla Vittori Universidade Federal do ABC

Resumo


O pensamento computacional (PC) envolve habilidades que facilitam a resolução de um conjunto diverso de problemas e, na era da informação e da digitalização, se tornaram fundamentais. Dentro desse contexto, este artigo apresenta um jogo educacional para ensinar quatro habilidades do PC para crianças do ensino fundamental. Até o momento, as fases do jogo relacionadas às habilidades de abstração, decomposição de problemas e algoritmos foram implementadas. As atividades futuras envolvem a implementação da fase relacionada à habilidade de reconhecimento de padrões, a condução de experimentos em uma escola de ensino fundamental para testar sua eficácia educacional e qualidade técnica e disponibilização ao público em um site dedicado.

Palavras-chave: Pensamento computacional, Jogo educacional, Ensino Fundamental, Tecnologia

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Publicado
04/11/2024
SILVA, Guilherme; PESSOA, Júlia O.; MAGATTI, Ian N. M. da; GONÇALVES, Aymê C.; GARCIA, Karoline R.; BRANDÃO, André L.; VITTORI, Karla. NewBot: Jogo Educativo para o Ensino do Pensamento Computacional. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 35. , 2024, Rio de Janeiro/RJ. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 3127-3138. DOI: https://doi.org/10.5753/sbie.2024.244629.