Proposal of Ludic Activities in Minecraft Educational for the Computational Thinking Promotion

Abstract


Computational Thinking is a problem solving methodology based on Computer Science concepts that can be applied in different areas, not only in computing. This paper presents a set of activities for children that aim to intentionally address Computational Thinking skills and concepts, such as abstraction, decomposition, pattern recognition and algorithmic thinking, using Minecraft Educational.

Keywords: Computational thinking, Minecraft Educational

References

BRACKMANN, C. P. (2017). Desenvolvimento do pensamento computacional através de atividades desplugadas na educação básica. PhD thesis, UFRGS, Porto Alegre.

COSTA, S. S. e. a. (2015). Um estudo exploratório dos games para introdução ao pensamento computacional. In Anais do 7o CONAHPA - Congresso Nacional de Ambientes Hipermídia para Aprendizagem.

Csizmadia, A., Curzon, P., Dorling, M., Humphreys, S., Ng, T., Selby, C., and Woollard, J. (2015). Computational thinking–A guide for teachers. Computing At School. Disponível em https://community.computingatschool.org.uk/resources/2324/single. Acesso em: julho de 2021.

Curzon, P., Dorling, M., Ng, T., Selby, C., and Woollard, J. (2014). Developing computational thinking in the classroom: a framework. Project report, Computing at School.

Denning, P. J. and Tedre, M. (2019). Computational Thinking. MIT Press.

Futschek, G. (2006). Algorithmic thinking: The key for understanding computer science. In Mittermeir, R. T., editor, Informatics Education – The Bridge between Using and Understanding Computers, pages 159–168, Berlin, Heidelberg. Springer Berlin Heidelberg.

ISTE and CSTA (2011). Computational thinking in K-12 education: leadership toolkit. Disponivel em [link]. Acesso em: julho de 2021.

Kalelioglu, F., Gulbahar, Y., and Kukul, V. (2016). A framework for computational thinking based on a systematic research review. Baltic J. Modern Computing, 4(3):583–596.

KNITTEL, T., SANTANA, L., PEREIRA, M., and MENUZZI, M. (2017). Minecraft: experiências de uso dentro e fora da sala de aula. In In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL, page 789–795.

Microsoft (2006). Teaching and learning activities. Disponível em https://education.minecraft.net/pt-pt/resources. Acesso em: julho de 2021.

Microsoft (2021). Minecraft education edition. Disponível em https://education.minecraft.net/. Acesso em: julho de 2021.

Ribeiro, L., Foss, L., and da Costa Cavalheiro, S. A. (2017). Entendendo o pensamento computacional. Disponível em https://arxiv.org/pdf/1707.00338.pdf. Acesso em: julho de 2021.

Royal Society (2017). After the reboot: computing education in uk schools. Disponível em [link]. Acesso em: julho de 2021.

Selby, C. and Woollard, J. (2013). Computational thinking: the developing definition. Project report, University of Southampton.

Urzêda, R., Severiano, E., and Amorim, L. (2020). O uso do scratch no curso de pedagogia: relato de uma experiência interdisciplinar. In Anais do XXVIII Workshop sobre Educação em Computação, pages 21–25, Porto Alegre, RS, Brasil. SBC.

Wing, J. (2006). Computational thinking. Communications of the ACM, 49:33–35.

Wing, J. M. (2008). Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society A, 366(1881):3717–3725.
Published
2021-11-17
MARQUES, Jonnhy M.; FOSS, Luciana; CAVALHEIRO, Simone André Da Costa. Proposal of Ludic Activities in Minecraft Educational for the Computational Thinking Promotion. In: WORKSHOP-SCHOOL ON THEORETICAL COMPUTER SCIENCE (WEIT), 6. , 2021, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 104-111. DOI: https://doi.org/10.5753/weit.2021.18929.