Banca de DEFESA: GUILHERME SCHIRMER DA COSTA

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
STUDENT : GUILHERME SCHIRMER DA COSTA
DATE: 31/03/2023
TIME: 16:00
LOCAL: Auditório 9o. Andar Torre Norte - Campus Porto Alegre/IFRS
TITLE:

CODINGJOB: A SERIOUS GAME TO ASSIST IN C PROGRAMMING LANGUAGE SUBJECTS


KEY WORDS:

Serious Games. C Programming Language. Digital Games. Constructionism


PAGES: 82
BIG AREA: Ciências Exatas e da Terra
AREA: Ciência da Computação
SUBÁREA: Sistemas de Computação
SPECIALTY: Software Básico
SUMMARY:

Studies show that among the subjects of courses in the area of computing, those that addresses the programming skills are seen as vital to students’ academic and professional progress. Nonetheless, these disciplines are highlighted in several researches as complex and, generally, have a high dropout and/or failure rate. It is known that there are several factors that may lead to this problem, from a basic education deficient in logic and mathematics, lack of interest in exercises, lack of time to practice outside the classroom, difficulties in abstracting syntax of a programming language among others. In this scenario, it is believed that the development of a tool that motivates students to practice programming outside of class hours and that have a more playful and less formal content, such as, a digital game, can contribute to the development of motivation and engagement of students. Digital games have been used in education with different levels of success for decades. Currently, serious games are known for uniting the playful and   programmatic content of different disciplines, with the possibility of being used inside and outside the classrooms. This work presents the application of the serious game CodingJob, which aims to help students of the Programming Language I course to practice the course content in a environment that simulates a small software factory. Based on constructionist concepts, the game aims to use features of a micro world, a concept developed by Seymour Papert, in which the student has a study environment provided with tools that allow the same explore content, producing solutions and building knowledge. The game was developed in production cycles with the help of students through the use of the Design Science Research methodology, where a production cycle culminates with user testing that raises new suggestions for changes for a new production cycle. After 3 test cycles, the results presented were positive, although they raised several questions regarding some of the author’s design choices. It is possible to notice that the result in relation to student motivation was positive, however, the results presented in relation to learning through the game are inconsistent, since the difficulty of some questions has created frustration in some students


COMMITTEE MEMBERS:
Interno - 1796643 - ANDRE PERES
Externa à Instituição - Lucia Maria Martins Giraffa - PUC - RS
Interna - 1768437 - MARCIA AMARAL CORREA UGHINI VILLARROEL
Presidente - 1612471 - MARCIA HAFELE ISLABAO FRANCO
Notícia cadastrada em: 16/03/2023 14:36
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