Programação Tangível no Mundo Físico: TaPrEC + Sphero

Despite being familiar with consuming digital media and interacting with new technology, only a minority of students are challenged to create their own technological projects. Computational Thinking is a concept and tool that can help the students to learn some important strategies regarding plannin...

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Detalles Bibliográficos
Autores: Panaggio, Bruna Z., Carbajal, Marleny Luque, Baranauskas, M. Cecília C.
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2019
País:Brasil
Institución:Sociedade Brasileira de Computação (SBC)
Repositorio:Revista Brasileira de Informática na Educação
Idioma:portugués
OAI Identifier:oai:journals-sol.sbc.org.br:article/4575
Acceso en línea:https://journals-sol.sbc.org.br/index.php/rbie/article/view/4575
Access Level:acceso abierto
Palabra clave:Tangible Programming
Computational Thinking
Education
Tangible User Interface
Sphero
Programação Tangível
Pensamento Computacional
Educação
Interfaces Tangíveis
Descripción
Sumario:Despite being familiar with consuming digital media and interacting with new technology, only a minority of students are challenged to create their own technological projects. Computational Thinking is a concept and tool that can help the students to learn some important strategies regarding planning and problem-solving, including technological solutions. One way to introduce young children to the Computational Thinking is through tangible programming environments. Usually, these environments exploit the tangibility at the entrance, i.e., in the construction phase of the program, through Tangible Interfaces. In this paper, we seek to explore the tangibility of the TaPrEC, a tangible programming environment, by extending it to the execution phase, providing feedback in the physical world. We present the integration of TaPrEC with Sphero, a robotic ball that connects to other devices. To evaluate this new system, we conducted 6 workshops with teachers and children in a learning space. The workshops results are encouraging and suggest new possibilities for tangible environments that expand computational thinking skills