dc.contributor | Oliveira, Andréia Machado | |
dc.contributor | http://lattes.cnpq.br/7243757837987821 | |
dc.contributor | Reategui, Eliseo Berni | |
dc.contributor | http://lattes.cnpq.br/9140136724972740 | |
dc.contributor | Bernardi, Giliane | |
dc.contributor | http://lattes.cnpq.br/8988734339185408 | |
dc.creator | Meira, Ricardo Radaelli | |
dc.date.accessioned | 2019-01-03T13:46:23Z | |
dc.date.accessioned | 2019-05-24T19:52:33Z | |
dc.date.available | 2019-01-03T13:46:23Z | |
dc.date.available | 2019-05-24T19:52:33Z | |
dc.date.created | 2019-01-03T13:46:23Z | |
dc.date.issued | 2017-10-20 | |
dc.identifier | http://repositorio.ufsm.br/handle/1/15199 | |
dc.identifier.uri | http://repositorioslatinoamericanos.uchile.cl/handle/2250/2837256 | |
dc.description.abstract | The present dissertation entitled "COMPUTATIONAL THINKING IN BASIC
EDUCATION: A METHODOLOGICAL PROPOSAL WITH GAMES AND LONDON
ACTIVITIES" was carried out in the research line Development of Educational
Technologies in Network, in the area of concentration Educational Technologies in
Network for Innovation and Democratization of Education, in the course Master's
Degree in Networked Educational Technologies, at the Federal University of Santa
Maria. This dissertation proposed to elaborate, apply and analyze a methodological
proposal with games and play activities that seeks to stimulate the development of
the Computational Thinking of elementary school students of a public school, through
practical workshops, where the students are accompanied in the course of the
proposed activities. Firstly, contextualizes computational thinking and its teaching in
the educational field, the state of the art and the insertion of computational thinking in
Basic Education. The games and play activities selected and used were
Computational Thinking in Daily Life, The Pillars of Computational Thinking, Human
Robot, Building Frankenstein, Story Building, Tower of Hanoi, Logic Blocks, Code
Time and Scratch. The activities carried out resulted in an interaction between the
studied group and the latter with the concepts of computational thinking, the tools
used were analyzed on the view of knowledge developed by the students according
to their use, and suggestions for use and improvement were presented. The research
is characterized as qualitative and uses as a methodological procedure the field
research, with the help of tools used in activities with and without computational
resources. As final product, the methodology proposed in this dissertation is
elaborated. | |
dc.publisher | Universidade Federal de Santa Maria | |
dc.publisher | Brasil | |
dc.publisher | Educação | |
dc.publisher | UFSM | |
dc.publisher | Programa de Pós-Graduação em Tecnologias Educacionais em Rede | |
dc.publisher | Centro de Educação | |
dc.rights | http://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | |
dc.subject | Pensamento computacional | |
dc.subject | Jogos | |
dc.subject | Atividades lúdicas | |
dc.subject | Tecnologia | |
dc.subject | Educação | |
dc.subject | Computational thinking | |
dc.subject | Games | |
dc.subject | Education | |
dc.title | Pensamento computacional na educação básica: uma proposta metodológica com jogos e atividades lúdicas | |
dc.type | Tesis | |