Banca de QUALIFICAÇÃO: FILLIPE DA SILVA WELAUSEN

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
DISCENTE : FILLIPE DA SILVA WELAUSEN
DATA : 12/01/2022
HORA: 09:30
LOCAL: https://meet.google.com/svp-prdd-cah
TÍTULO:
LABIRINO: PEDAGOGICAL STRATEGY TO ASSIST IN THE DEVELOPMENT OF COMPUTATIONAL THINKING IN EARLY CHILDHOOD EDUCATION

PALAVRAS-CHAVES:
Computational Thinking. Children's literature. Learning Game for Programming.

PÁGINAS: 100
GRANDE ÁREA: Ciências Humanas
ÁREA: Educação
RESUMO:

In recent years, Computational Thinking (PC) has been adopted in pedagogical strategies at different levels of Basic Education: Kindergarten, Elementary School (early and final years) and High School. Several factors influenced the use of PC in basic education: its inclusion in the BNCC (Common National Curriculum Base); the definition of training benchmarks in Computing for Basic Education of the SBC (Brazilian Computer Society), highlighting the importance of computational thinking in basic education; and the reference curriculum CIEB (Innovation Center for Brazilian Education), which points out that this topic should be part of the curriculum for early childhood education and elementary school. However, there is a shortage of works that address this issue in early childhood education. Considering this issue, this research tries to answer the following question: How to introduce computational thinking in the context of early childhood education? As a strategy to solve the identified problem, an analysis of the BNCC and the DCNEI (National Curriculum Guidelines for Early Childhood Education) (BRASIL, 2010) was carried out. And that the rights of learning and development in Early Childhood Education (Living, Playing, Participating, Exploring, Expressing and Knowing each other) determine that the use of recreational resources and that stories are a fundamental part of achieving learning. In this context, the research proposes the use of an unplugged game, approached from texts from children's literature, to address computational thinking in early childhood education, using the fields of experience and learning and development goals provided for in the BNCC. The game, called LABIRINO, was organized to be played in two ways: (i) one using only the tactile maps that form a labyrinth, where the child can create a story and draw on paper the paths to be taken by the child(ren) (s) character(s); and, (ii) the other way to use it is the use of programmed mazes, which have a single solution. This research has a predominantly qualitative approach, and exploratory research was selected to conduct the investigation, using bibliographic research, document research and case study.


MEMBROS DA BANCA:
Interno - 1796643 - ANDRE PERES
Interno - 1796638 - FABIO YOSHIMITSU OKUYAMA
Interno - 1612471 - MARCIA HAFELE ISLABAO FRANCO
Interno - 1796020 - SILVIA DE CASTRO BERTAGNOLLI
Externo à Instituição - SIMONE LORENTZ SPERHACKE - Unilasalle
Notícia cadastrada em: 23/12/2021 09:04
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