Batalha Computacional: Desenvolvimento de um Jogo Educacional Voltado ao Pensamento Computacional
Resumo
Este artigo tenta resolver o problema de criar uma tarefa de desenvolvimento adequada para o complemento à BNCC (Base Nacional Comum Curricular). A habilidade específica da BNCC escolhida é a noção abstrata de programação de matrizes, nomeadamente EF07CO01, e o complemento inclui uma variedade de tópicos diferentes que devem ser ensinados no ensino fundamental e médio, e três diferentes eixos; o eixo selecionado para o artigo foi o pensamento computacional. A solução proposta é um jogo 2D feito no Godot Engine 4.X, onde você programa matrizes usando programação baseada em blocos.
Palavras-chave:
Programação, Educacional, Matemática, Matrizes, Godot
Referências
BRASIL (2017). Base nacional comum curricular. [link]
Computer Science Teachers Association (2017). Csta k–12 computer science standards. revised 2017. Curricular Standards Document. DOI: 10.1145/2593249
Csizmadia, A., Curzon, P., Dorling, M., Humphreys, S., Ng, T., Selby, C., and Woollard, J. (2015). Computational thinking - A guide for teachers. Guide, Computing at School. [link].
Dodge, T., Barab, S., Stuckey, B., Warren, S., Heiselt, C., and Stein, R. (2008). Children’s sense of self: Learning and meaning in the digital age. Journal of Interactive Learning Research, 19(2):225–249. [link]
Godot Engine (2025). Site oficial da Godot Engine. Disponível em: [link]. Acesso em: 17 mar. 2025.
Papert, S. (1980). Personal computing and its impact on education. The computer in the school: Tutor, tool, tutee, pages 197–202. [link]
Prensky, M. and Berry, B. D. (2001). Do they really think differently. On the horizon, 9(6):1–9. DOI: 10.1108/10748120110424843
Scratch (2025). Site oficial do Scratch. Disponível em: [link]. Acesso em: 17 mar. 2025.
Soloway, E. and Ehrlich, K. (1984). Empirical studies of programming knowledge. IEEE Transactions on Software Engineering, SE-10(5):595–609. DOI: 10.1109/TSE.1984.5010283
Tobias, S., Fletcher, J. D., and Wind, A. P. (2014). Game-based learning. Handbook of research on educational communications and technology, pages 485–503.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3):33–35. DOI: 10.1145/1118178.1118215
Wong, G. K. and Jiang, S. (2018). Computational thinking education for children: Algorithmic thinking and debugging. In 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), pages 328–334. DOI: 10.1109/TALE.2018.8615232
Computer Science Teachers Association (2017). Csta k–12 computer science standards. revised 2017. Curricular Standards Document. DOI: 10.1145/2593249
Csizmadia, A., Curzon, P., Dorling, M., Humphreys, S., Ng, T., Selby, C., and Woollard, J. (2015). Computational thinking - A guide for teachers. Guide, Computing at School. [link].
Dodge, T., Barab, S., Stuckey, B., Warren, S., Heiselt, C., and Stein, R. (2008). Children’s sense of self: Learning and meaning in the digital age. Journal of Interactive Learning Research, 19(2):225–249. [link]
Godot Engine (2025). Site oficial da Godot Engine. Disponível em: [link]. Acesso em: 17 mar. 2025.
Papert, S. (1980). Personal computing and its impact on education. The computer in the school: Tutor, tool, tutee, pages 197–202. [link]
Prensky, M. and Berry, B. D. (2001). Do they really think differently. On the horizon, 9(6):1–9. DOI: 10.1108/10748120110424843
Scratch (2025). Site oficial do Scratch. Disponível em: [link]. Acesso em: 17 mar. 2025.
Soloway, E. and Ehrlich, K. (1984). Empirical studies of programming knowledge. IEEE Transactions on Software Engineering, SE-10(5):595–609. DOI: 10.1109/TSE.1984.5010283
Tobias, S., Fletcher, J. D., and Wind, A. P. (2014). Game-based learning. Handbook of research on educational communications and technology, pages 485–503.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3):33–35. DOI: 10.1145/1118178.1118215
Wong, G. K. and Jiang, S. (2018). Computational thinking education for children: Algorithmic thinking and debugging. In 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), pages 328–334. DOI: 10.1109/TALE.2018.8615232
Publicado
10/09/2025
Como Citar
VALERÃO, Igor Basilio; FOSS, Luciana; CAVALHEIRO, Simone.
Batalha Computacional: Desenvolvimento de um Jogo Educacional Voltado ao Pensamento Computacional. In: WORKSHOP-ESCOLA DE INFORMÁTICA TEÓRICA (WEIT), 8. , 2025, Ponta Grossa/PR.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 184-189.
