A Two-Level Problem Solving Practicing Approach using a Location Based App
Resumo
Mastering problem solving reasoning is an important skill for computing students. In order to acquire this ability, students might use a collaborative approach and work in groups, getting explanations about problems solved in the past, discussing advantages and disadvantages of specific choices, taking into account different points of view. This paper presents a two-level approach for practicing problem solving skills. In this approach, different computing students enrolled in two courses practice their collaborative problem solving skills in distinct ways. Those students enrolled on the most advanced course develop apps for the freshmen enrolled in the introductory course. These freshmen students learn to solve basic logic problems as part of their course. An exploratory case study was conducted in order to observe and evaluate how students interact in groups developing or using the app.
Palavras-chave:
Problem Solving, Collaboration, Case Study, Computing Education
Referências
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Castro, T. ; Robertson, D. ; Fuks, H. and Castro, A (2011). “Identifying the Need to Intervene: Analysis and Representation of Interaction Patterns in Group Programming Learning”. In Collaboration and Technology, pp. 158-174. Springer Berlin Heidelberg. 2011.
Economou, D., Bouki, V., Kounenis, T., Mentzelopoulos, M., & Georgalas, N. (2015) “Treasure hunt pervasive games in cultural organisations”. In Interactive Mobile Communication Technologies and Learning (IMCL), 2015 International Conference on (pp. 368-372). IEEE.
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Rubino, I.; Barberis, C.; Xhembulla, J. and Malnati, G (2015). “Integrating a Location-Based Mobile Game in the Museum Visit: Evaluating Visitors’ Behaviour and Learning”. Journal on Computing and Cultural Heritage (JOCCH), vol. 8(3), 15. 2015.
Salgado, N. and Castro, T (2012). “An approach to support algorithms learning using virtual worlds”. Proc. Brazilian Symposium on Collaborative Systems (SBSC), pp. 16-19. IEEE. Oct. 2012.
Serna, E. and Serna, A (2015). "Knowledge in engineering: A View from the logical reasoning." Proc. International Journal of Computer Theory and Engineering ,7.4.2015: 325.
Lin, C. Y. H. C. Chai, J. Y.Wang, Chen, C. J. Liu, Y. H. Chen, C. W. and Huang, Y. M (2015). “Using free augmented reality app in teaching programs for children with disabilities”. Proc. Displays. 2015.
Sung, H. and Hwang, G (2013). “A collaborative game-based learning approach to improving students’ learning performance in science courses”, Computers & Education, vol. 63, pp. 43–51, November 2013.
Sung, H. Y. and Hwang, G. J (2013). “A collaborative game-based learning approach to improving students' learning performance in science courses”. In Computers & Education, 63, 43-51. 2013.
Tran, S. T.; Thanh, L. N.; Binh, N. Q.; Phuong, D. B. and Bac, L. H (2013). “Introduction to Information Technology”, Proc. 9th International CDIO Conference, 2013.
Yin, R. K. (2013). “Case study research: Design and methods”. Sage publications.
AppInventor (2016). [link]. April.
Boulic, R. and Renault, O. (1991) “3D Hierarchies for Animation”, In: New Trends in Animation and Visualization, Edited by Nadia Magnenat-Thalmann and Daniel Thalmann, John Wiley & Sons ltd., England.
Castro, T. ; Robertson, D. ; Fuks, H. and Castro, A (2011). “Identifying the Need to Intervene: Analysis and Representation of Interaction Patterns in Group Programming Learning”. In Collaboration and Technology, pp. 158-174. Springer Berlin Heidelberg. 2011.
Economou, D., Bouki, V., Kounenis, T., Mentzelopoulos, M., & Georgalas, N. (2015) “Treasure hunt pervasive games in cultural organisations”. In Interactive Mobile Communication Technologies and Learning (IMCL), 2015 International Conference on (pp. 368-372). IEEE.
Goodwin, E. (2005) "Treasure hunt game." U.S. Patent Application No. 10/907,250.
Hwang, G. J.; Wu, P. H. and Chen, C. C (2012). “An online game approach for improving students’ learning performance in web-based problem-solving activities”. In Computers & Education, 59(4), 1246-1256. 2012.
JSON (2016). [link]. April.
Kadam, K. and Iyer, S (2014). “Improvement of Problem Solving Skills in Engineering Drawing Using Blender Based Mental Rotation Training”, Proc. IEEE 14th International Conference on Advanced Learning Technologies, 2014.
Kohen-Vacs, D., Ronen, M., and Cohen, S. (2012). “Mobile treasure hunt games for outdoor learning”. Bulletin of the IEEE Technical Committee on Learning Technology, 14(4), 24-26.
Polya, G. (1981). Mathematical discovery: On understanding, learning, and teaching problem solving. ISBN: 0471089753. New York : Wiley, c1981.
REST (2016). [link]. April
Rubino, I.; Barberis, C.; Xhembulla, J. and Malnati, G (2015). “Integrating a Location-Based Mobile Game in the Museum Visit: Evaluating Visitors’ Behaviour and Learning”. Journal on Computing and Cultural Heritage (JOCCH), vol. 8(3), 15. 2015.
Salgado, N. and Castro, T (2012). “An approach to support algorithms learning using virtual worlds”. Proc. Brazilian Symposium on Collaborative Systems (SBSC), pp. 16-19. IEEE. Oct. 2012.
Serna, E. and Serna, A (2015). "Knowledge in engineering: A View from the logical reasoning." Proc. International Journal of Computer Theory and Engineering ,7.4.2015: 325.
Lin, C. Y. H. C. Chai, J. Y.Wang, Chen, C. J. Liu, Y. H. Chen, C. W. and Huang, Y. M (2015). “Using free augmented reality app in teaching programs for children with disabilities”. Proc. Displays. 2015.
Sung, H. and Hwang, G (2013). “A collaborative game-based learning approach to improving students’ learning performance in science courses”, Computers & Education, vol. 63, pp. 43–51, November 2013.
Sung, H. Y. and Hwang, G. J (2013). “A collaborative game-based learning approach to improving students' learning performance in science courses”. In Computers & Education, 63, 43-51. 2013.
Tran, S. T.; Thanh, L. N.; Binh, N. Q.; Phuong, D. B. and Bac, L. H (2013). “Introduction to Information Technology”, Proc. 9th International CDIO Conference, 2013.
Yin, R. K. (2013). “Case study research: Design and methods”. Sage publications.
Publicado
24/10/2016
Como Citar
CASTRO, Thais; CASTRO, Alberto; CASTRO, Liliane; SOARES, Marcos; GADELHA, Bruno.
A Two-Level Problem Solving Practicing Approach using a Location Based App. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 27. , 2016, Uberlândia/MG.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2016
.
p. 540-548.
DOI: https://doi.org/10.5753/cbie.sbie.2016.540.
