Teaching basic programming concepts using MIT App Inventor for public school students: an experience report
Abstract
An issue that has been increasingly discussed is what skills should be developed to create professionals capable of adapting to this more technological and digital society. In this context, the main skill to be stimulated and developed is certainly computational thinking, as it is applicable and required in any professional field within this new reality. Given this, members of the GET Engenharia Computacional group together with members of the Escola de Games UFJF proposed to teach programming using MIT App Inventor. Therefore, the objective of this article is to report on the results achieved, as well as the problems faced during the experience.References
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Wing, J. (2011). Research notebook: Computational thinking—what and why. The link magazine, 6:20–23.
Wing, J. M. (2006). Computational thinking. Commun. ACM, 49(3):33–35.
BNCC (2018). Base nacional comum curricular. Ministério da Educação.
García-Peñalvo, F. J. (2018). Editorial computational thinking. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 13(1):17–19.
García-Peñalvo, F. J. and Mendes, A. J. (2018). Exploring the computational thinking effects in pre-university education. Computers in Human Behavior, 80:407–411.
Genesio, N., Menezes, M., Almeida, J., Boaventura, A., and Valle, P. (2023). Aprendendo lógica de programação desenvolvendo jogos digitais: Um relato de experiência. In Anais do XXIX Workshop de Informática na Escola, pages 375–386, Porto Alegre, RS, Brasil. SBC.
Lin, Y.-T. and Hsu, T.-C. (2020). Effects of using mobile phone programs to control educational robots on the programming self-efficacy of the third grade students. In Proceedings of International Conference on Computational Thinking Education.
Lockwood, J. and Mooney, A. (2017). Computational thinking in education: Where does it fit? A systematic literary review. CoRR, abs/1703.07659.
Lye, S. Y. and Koh, J. H. L. (2014). Review on teaching and learning of computational thinking through programming: What is next for k-12? Computers in Human Behavior, 41:51–61.
Manovich, L. (2013). Software takes command. Bloomsbury Academic.
Papert, S. (1980). Mindstorms: children, computers, and powerful ideas. Basic Books, Inc., USA.
Pellas, N. and Vosinakis, S. (2018). The effect of simulation games on learning computer programming: A comparative study on high school students’ learning performance by assessing computational problem-solving strategies. Education and Information Technologies, 23(6):2423–2452.
St. Georgiev, T. (2019). Students’ viewpoint about using mit app inventor in education. In 2019 42nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), pages 611–616.
Tang, X., Yin, Y., Lin, Q., Hadad, R., and Zhai, X. (2020). Assessing computational thinking: A systematic review of empirical studies. Computers & Education, 148:103798.
Wing, J. (2011). Research notebook: Computational thinking—what and why. The link magazine, 6:20–23.
Wing, J. M. (2006). Computational thinking. Commun. ACM, 49(3):33–35.
Published
2024-07-21
How to Cite
COSTA, Hiero Henrique Barcelos et al.
Teaching basic programming concepts using MIT App Inventor for public school students: an experience report. In: WORKSHOP ON COMPUTING EDUCATION (WEI), 32. , 2024, Brasília/DF.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 297-306.
ISSN 2595-6175.
DOI: https://doi.org/10.5753/wei.2024.3019.
