masterThesis
Reformulando um objeto de aprendizagem criado no Scratch: em busca de melhorias na usabilidade
Fecha
2018-10-29Registro en:
NESI, Taniele Loss. Reformulando um objeto de aprendizagem criado no Scratch: em busca de melhorias na usabilidade. 2018. 180 f. Dissertação (Mestrado em Formação Científica, Educacional e Tecnológica) - Universidade Tecnológica Federal do Paraná, Curitiba, 2018.
Autor
Nesi, Taniele Loss
Resumen
This research is directed to the area of Mathematical Education and has as main objective reformulate an object of mathematical learning developed in Scratch software in order to improve its usability. This object was constructed and applied to a group of students of the 5th year of elementary school I, being the object of study of two academic researches already completed. These, after concluded, gave indications that the object could have usability aspects improved. Therefore, we formulate the following question: What changes can be made to the "Discovering Lengths" object to improve its usability? To answer this question, we perform a qualitative theoretical research. We begin with a literary research about authors that indicate the use of technologies in society modifies the way individuals act and communicate. We deal with the insertion of digital technologies in Education presenting the language Logo, the theory of constructionism and the use of coding as
one of the ways to promote creative thinking and technological fluency. We indicate concepts about learning objects, their characteristics and some examples of repositories. In addition, we present information about Scratch, which is an evolution of Logo, with a proposal for coding through a graphical programming language. To enter into the reformulation of learning objects, we present studies that approach the
subject. Our theoretical basis originated in the studies of authors that deal with the usability of learning objects. Because the investigations carried out, we compact them to be met during the reformulation process. Before finalizing the object, we present it to the members of the research group we participated in, in order to obtain final suggestions to improve the elements of usability. We prioritize to offer improvements to the use of the object, programming in the interfaces: return arrows, scenarios that allow the mobility of the character, more options of characters, moments in which there is the presence of sound, tutorial using audio and images, among others. After completing these modifications, we finished the version 2.0 of this object, presented here as an educational product to the Postgraduate Program in
Scientific, Educational and Technological Training, of the Federal Technological University of Paraná.