Criando aplicativos sobre o descarte adequado de lixo: experiências utilizando uma abordagem temática em um clube de programação
Resumo
Clubes de programação são abordagens efetivas para disseminar fundamentos de computação ao público da educação básica. Por se tratarem de atividades extra-classe, de ensino não-formal, clubes enfrentam o desafio de criar ambientes de aprendizado estimulantes e com significado aos participantes. Neste trabalho, apresenta-se uma experiência que inseriu um tema de responsabilidade social em atividades de um clube de programação, envolvendo os participantes em uma temática de conscientização ambiental. Ao longo de 9 oficinas tutoradas por universitários, os participantes do clube criaram aplicativos usando MIT App Inventor, em torno da temática do descarte adequado de lixo. O artigo discute decisões-chave e lições aprendidas que favorecem a replicação da experiência.
Referências
Dee, H., Cufi, X., Milani, A., Marian, M., Poggioni, V., Aubreton, O., Rabionet, A. R., and Rowlands, T. (2017). Playfully coding: Embedding computer science outreach in schools. In Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE ’17, pages 176–181. ACM.
Eshach, H. (2007). Bridging in school and out-of-school learning: formal, non-formal, and informal education. Journal of Science Education and Technology, 16(2):171–190.
Giaya, D., Macmillan, C., Price, A., and Roche, M. (2015). Creating engaging computer programs for children in an after-school computer club. Interactive Qualifying Project E-project-121414-190803, Worcester Polytechnic Institute, Melbourne, Australia.
Gottfried, M. A. and Williams, D. (2013). STEM club participation and STEM schooling outcomes. Education Policy Analysis Archives, 21(79).
Hamadache, A. (1991). Non-formal education: A definition of the concept and some examples. Prospects, 21(1).
Kafai, Y. B. and Resnick, M., editors (1996). Constructionism in Practice: Designing, Thinking, and Learning in a Digital World. Lawrence Erlbaum Associates.
Lakanen, A.-J., Isomöttönen, V., and Lappalainen, V. (2014). Five years of game programming outreach: Understanding student differences. In Proceedings of the 45th ACM Technical Symposium on Computer Science Education, SIGCSE ’14, pages 647–652. ACM.
Lye, S. Y. and Koh, J. H. L. (2014). Review on teaching and learning of computational thinking through programming. Comput. Hum. Behav., 41(C):51–61.
Meyer, D. and Batzner, A. (2016). Engaging computer science non-majors by teaching k-12 pupils programming: First experiences with a large-scale voluntary program. In Proceedings of the 16th Koli Calling International Conference on Computing Education Research, Koli Calling ’16, pages 174–175. ACM.
Ni, L., Schilder, D., Sherman, M., and Martin, F. (2016). Computing with a community focus: Outcomes from an app inventor summer camp for middle school students. J. Comput. Sci. Coll., 31(6):82–89.
Retnawati, H., Munadi, S., Arlinwibowo, J., Wulandari, N. F., and Sulistyaningsih, E. (2017). Teachers’ difficulties in implementing thematic teaching and learning in elementary schools. The New Educational Review, 48:201–212.
Roy, K. (2012). App inventor for android: Report from a summer camp. In Proceedings of the 43rd ACM Technical Symposium on Computer Science Education, SIGCSE ’12, pages 283–288. ACM.
Sahin, A. (2013). STEM clubs and science fair competitions: Effects on post-secondary matriculation. Journal of STEM Education: Innovations and Research, 14(1):5–11.
Smith, N., Sutcliffe, C., and Sandvik, L. (2014). Code club: Bringing programming to uk primary schools through scratch. In Proceedings of the 45th ACM Technical Symposium on Computer Science Education, SIGCSE ’14, pages 517–522. ACM.
Sullivan, K., Byrne, J. R., Bresnihan, N., O’Sullivan, K., and Tangney, B. (2015). Codeplus &x2014; designing an after school computing programme for girls. In Proceedings of the 2015 IEEE Frontiers in Education Conference (FIE), FIE ’15, pages 1–5. IEEE Computer Society.
Tessier, L. and Tessier, J. (2015). Theme-based courses foster student learning and promote comfort with learning new material. Journal for Learning through the Arts, 12(1).
Wagner, A., Gray, J., Corley, J., and Wolber, D. (2013). Using app inventor in a k-12 summer camp. In Proceeding of the 44th ACM Technical Symposium on Computer Science Education, SIGCSE ’13, pages 621–626. ACM.
Weintrop, D. and Wilensky, U. (2015). To block or not to block, that is the question: Students’ perceptions of blocks-based programming. In Proceedings of the 14th Int. Conf. on Interaction Design and Children, IDC ’15, pages 199–208. ACM.
