Testando a Diversão em um Jogo Sério para o Aprendizado Introdutório de Programação
Resumo
Este artigo descreve um jogo sério para o aprendizado introdutório de programação e sua experimentação com uma turma de 16 alunos. O jogo abrange os assuntos de sequenciamento de ações, variáveis e condicionais. A solução é desenvolvida com blocos gráficos, tal como no Scratch. O objetivo da experimentação foi identificar os pontos fracos do jogo em promover a diversão. O instrumento utilizado para aferir essa qualidade chama-se EGameFlow que permitiu medí-lo em seis dimensões: concentração, clareza dos objetivos, feedback, desafios, autonomia e imersão. Os resultados demonstraram que a imersão é a dimensão mais fraca e nas conclusões apresentamos sugestões de melhorias.
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