Um jogo para o ensino de programação em Python baseado na taxonomia de Bloom
Resumo
Avaliação é um elemento muito importante para o ensino de programação. Por outro lado, melhores recursos, a exemplo de jogos educativos, devem ser utilizados para que os alunos sejam desafiados. Todavia, a concepção de jogos precisa estar respaldada em teorias de aprendizagem, como a taxonomia de Bloom, que permitem possibilidades de medir os resultados de aprendizagem. Este trabalho apresenta um jogo educativo que objetiva o ensino de programação em Python, ao mesmo tempo em que serve para o professor como uma ferramenta de avaliação.
Referências
Burgos D., van Nimwegen, C., et al. (2007). Game-based learning and the role of feedback: A case study. Advanced Technology for Learning.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience.New York: Harper.4.
Dantas, V.; Freitas, P., Alencar, L.. ProGame: Um jogo para apoiar o ensino-aprendizagem de programação. In: First Workshop on Applications to Provide Learning and Teaching Support (APPLETS), 2011, Aracaju – SE. Anais do XXII SBIE – XVII WIE, 2011.
de Freitas, S., Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education, 46, 249–26
Eagle M., Barnes T. (2008) Wu's castle: teaching arrays and loops in a game. Proceeding ITiCSE '08 Proceedings of the 13th annual conference on Innovation and technology in computer science education
Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games, motivation and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion (Technical Report No. 2005-004). Naval Air Warfare Center Training Systems Division, Orlando, FL.
Jesus E. A., Raabe A. L. A. (2009) Interpretações da Taxonomia de Bloom no Contexto da Programação Introdutória. Anais do XX Simpósio Brasileiro de Informática na Educação.
Kraiger, K., Ford, J., & Salas, E (1993) Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. Journal of Applied Psychology, 78(2), 311-328.
Kiili K. (2005) Educational Game Design: Experiential gaming model revised. Computer and Information Science. Volume: 3, Publisher: Tampere University.
Maragos K., Grigoriadou M. (2007) Designing an Educational Online Multiplayer Game for learning Programming. Proceedings of the Informatics Education Europe II Conference. IEEII 2007.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Rapkiewicz C. E., Falkembach G., Seixas L., Rosa N. S., Cunha V. V., Klemann M. (2006). Revista RENOTE – Novas Tecnologias na Educação, v. 4, n. 2.
Santos, A., Hamerski Jr., E. Robocode: Uma maneira simples e divertida de aprender java. Java Magazine,1 (3):43–45, 2002.
Smith, P., Sciarini, L., Nicholson, D. (2007) The utilization of low cost gaming hardware in conventional simulation. In Proceedings of the Interservice/Industry Training, Simulation, & Education Conference (pp. 965-972). Orlando, FL: National Defense Industrial Association.
Thomas S., Schott G., Kambouri M. (2003) Designing for learning or designing for fun? Setting usability guidelines for mobile educational games. MLEARN 2003 Learning with Mobile Devices (2003). Learning and Skills Development Agency, Pages: 173-181.
Van Staalduinen, Freitas J. P. (2011) A game-based learning framework: Linking game design and learning outcomes. Learning to Play: Exploring the Future of Education with Video Games. Springer.
Van Staalduinen, J. P. (2010). A first step towards integrating educational theory and game design. In P. Felicia (Ed.), Improving learning and motivation through educational games. Hershey, PA: IGI Global.
Yue W. S, Zin N. A. M. (2009) Usability evaluation for history educational games. Proceedings of the 2nd International Conference on Interaction Sciences Information Technology Culture and Human ICIS 09. ACM, pages: 1019-1025
Whalley, Jacqueline L. et al. (2006) “An Australasian Study of Reading and Comprehension Skills in Novice Programmers, using the Bloom and SOLO Taxonomies”, In: VIII Australasian Computing Education Conference. (ACE2006),Computer Society, p. 243-252.
Wilson K. A, Bedwell W. L., Lazzara E. H., Salas E., Burke C. S., Estock J. L., Orvis K. L., Conkey C. (2009) Relationships Between Game Attributes and Learning Outcomes. Journal Simulation and Gaming.Volume 40 Issue 2.