dc.contributorAmaral, Marilia Abrahão
dc.contributorhttp://lattes.cnpq.br/9319101798473279
dc.contributorStrauhs, Faimara do Rocio
dc.contributorBim, Sílvia Amélia
dc.contributorKörbes, Clecí
dc.contributorAmaral, Marilia Abrahão
dc.creatorBressan, Manuelle Lopes Quintas
dc.date.accessioned2017-12-09T23:18:52Z
dc.date.accessioned2022-12-06T15:06:33Z
dc.date.available2017-12-09T23:18:52Z
dc.date.available2022-12-06T15:06:33Z
dc.date.created2017-12-09T23:18:52Z
dc.date.issued2016-12-09
dc.identifierBRESSAN, Manuelle Lopes Quintas. Scratch! um estudo de caso. 2016. 207 f. Dissertação (Mestrado em Tecnologia e Sociedade) - Universidade Tecnológica Federal do Paraná, Curitiba, 2016.
dc.identifierhttp://repositorio.utfpr.edu.br/jspui/handle/1/2713
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5260919
dc.description.abstractThe study aimed to analyze how and if a Visual Programming Environment can contribute by supporting the creative processes of adolescents, an auxiliary tool for learning by problem solving, encouraging new ways of using ICT in education. This study is justified by the need to deepen the issues related to the use of ICT in Basic Education teachers and not only the use of projectors and videos to replace the chalkboard, or research tools in search engines only to convey information in order to favor traditional teaching methodologies. As a research methodology was chosen qualitative approach to interpretation, the study of case type. The seizure of the data was in experimental field through socio-educational and daily quiz board, followed by analysis of content and description of the results obtained. Study participants were adolescents from 13 public and private elementary schools and high school in the city of Araucaria-Pr. The study showed the development of higher psychological functions, computational thinking in students such as attention, memory and perception. These skills were observed during the preparation of projects, through the comprehension skills, planning, retrospect and development of individual and collective strategies to solve the problems encountered. This study differs from others already undertaken with Scratch therefore emphasizes the pursuit of freedom and creativity of the subjects students in developing their own projects, as a strategy for autonomy.
dc.publisherUniversidade Tecnológica Federal do Paraná
dc.publisherCuritiba
dc.publisherBrasil
dc.publisherPrograma de Pós-Graduação em Tecnologia e Sociedade
dc.publisherUTFPR
dc.rightsopenAccess
dc.subjectScratch (Linguagem de programação de computador)
dc.subjectPensamento criativo
dc.subjectAprendizagem baseada em problemas
dc.subjectSolução de problemas
dc.subjectProgramação (Computadores) - Estudo e ensino
dc.subjectCriatividade em adolescentes - Araucária (PR)
dc.subjectTecnologia da informação
dc.subjectPesquisa qualitativa
dc.subjectTecnologia
dc.subjectScratch (Computer program language)
dc.subjectCreative thinking
dc.subjectProblem-based learning
dc.subjectProblem solving
dc.subjectComputer programming - Study and teaching
dc.subjectCreative ability in adolescence - Araucária (PR)
dc.subjectInformation technology
dc.subjectQualitative research
dc.subjectTechnology
dc.titleScratch! um estudo de caso
dc.typemasterThesis


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