This work is being developed aiming to introduce computer programming, by means of the Scratch language, to middle-school students, as a way to develop their logical and computational thinking and incite them to have interest in Computer Science. The Scratch language allows students to improve the reasoning capabilities and mathematical knowledge that is essential to computer programming, playfully stimulating the interaction with the programming environment my means of blocks that remind LEGO toys. This study is being conducted by means of a programming club (or "Code Club") in partnership with a public school from Palotina-PR. Worskhops are also organized eventually. We present evidence that the workshops and the club arouse the students' interest for computer programming. Therefore, this study intends to evidence the effectiveness and feasability of introducing Computer Science for middle-school students and to evaluate Scratch in this context.
Abstract. The usage of technologies, such as educational robotics in the classroom, makes the teaching and learning process more playful, contributing to arouse greater interest in students. The tool proposed in this work is a robot which draws in a slate, with eased manipulation in the classroom and low assembly cost, since it is based on free hardware and software. It is intended, from this prototype, to develop an integrated software and hardware environment as a version of a Logo-programming environment, in which students provide commands similar to the Logo programming language to make the robot draw using mathematical concepts, thus contributing to the computational and mathematical thinking development of the students. This work presents the assembly of the hardware and the preliminary tests already performed, as well as the software architecture of the designed application and the next steps.
Resumo. O uso de tecnologias, tais como a robótica educacional, em sala de aula, torna o processo de ensino e aprendizagem mais lúdico, contribuindo para despertar um maior interesse nos estudantes. A ferramenta abordada neste trabalhoé um robô que desenha em uma lousa e que implementa a linguagem de programação educacional Logo por meio de blocos similares ao Scratch, sendo de fácil manipulação em sala de aula e de baixo custo para a sua construção, por ser baseado em hardware e software livres. Nessa ferramenta, os alunos escrevem programas, por meio de uma linguagem de blocos, que fazem com que o robô desenhe em uma lousa utilizando conceitos matemáticos, contribuindo para com o desenvolvimento do pensamento computacional e matemático dos alunos. Este trabalho apresenta a montagem do hardware, a arquitetura do software, detalhes de implementação e ideias para trabalhos futuros.
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