Ensino e aprendizagem de programação tem sido foco de muitas pesquisas, nas quais se pode destacar uma ênfase significativa na questão das dificuldades discentes no entendimento de conceitos relacionados a esse aprendizado. Neste artigo será apresentada a concepção e implementação de um método de ensino baseado no Sistema Personalizado de Ensino, e de uma ferramenta integrada ao AVA Moodle, bem como uma análise de resultados de sua implantação em uma instituição de ensino. Os resultados obtidos, em confronto com o histórico de desempenho na disciplina, são bastante animadores para a continuidade da aplicação dessa metodologia.
In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called “The Adventures of Amaru,” aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background.
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