Gamification and computational thinking: analysis of an experience in high school / technical-education

Authors

DOI:

https://doi.org/10.33448/rsd-v9i10.8053

Keywords:

Gamification; Algorithms; Assembly; Programming.

Abstract

The goal of this work is to analyze how the use of gamification can support the    teaching/learning of computing for students of high school and technical-integrated courses that were not previously literate in the area. The strategy adopted was to use digital games in the classroom and investigate how they help students in building mental models about the concepts important to computational thinking. The experiment used the TIS-100 game from Zachtronics. The investigation of mental models was carried out through quizzes and observations of dialogues with students during classes. We conclude that gamification is a powerful strategy to assist in the development of student’s computational thinking.

References

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Published

07/10/2020

How to Cite

GOMES, O. de S. M.; RODRIGUES, W. de A. .; FRANCO, R. A. S. R. . Gamification and computational thinking: analysis of an experience in high school / technical-education. Research, Society and Development, [S. l.], v. 9, n. 10, p. e5439108053, 2020. DOI: 10.33448/rsd-v9i10.8053. Disponível em: https://www.rsdjournal.org/index.php/rsd/article/view/8053. Acesso em: 20 apr. 2024.

Issue

Section

Educational Objects