THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL
| Main Author: | |
|---|---|
| Publication Date: | 2025 |
| Other Authors: | |
| Format: | preprint |
| Language: | por |
| Source: | SciELO Preprints |
| Download full: | https://preprints.scielo.org/index.php/scielo/preprint/view/11081 |
Summary: | This study aims to analyze the role of visual programming tools in teaching programming to high school students, focusing on how these technologies can improve student’s conceptual understanding, academic performance, and engagement. To achieve this, a bibliographic review of specialized literature on the subject was conducted, encompassing publications from 2019 to 2024, to explore the use of emerging technologies and interactive platforms such as Scratch, Tynker, and MIT App Inventor. The research indicates that these tools play an important role in facilitating the learning of complex programming concepts, promoting the development of computational thinking and problem-solving skills in a practical and visual way. Furthermore, it was found that the use of active methodologies, such as Project-Based Learning and Gamification, contributes to student engagement, making the learning process more accessible, dynamic, and tailored to individual needs. However, the study also identifies significant challenges, such as the lack of adequate technological infrastructure in schools and the need for ongoing teacher training to effectively integrate these tools into their pedagogical practices. The study concludes that while emerging technologies have the potential to transform programming education, a joint effort between educational institutions and governments is essential to invest in infrastructure and teacher training, ensuring that the benefits of these tools can be fully realized in the school environment. |
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THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOLEL USO DE HERRAMIENTAS DE PROGRAMACIÓN VISUAL EM LA ENSEÑANZA DE PROGRAMACIÓN EN LA ESCULA SECUNDARIAO USO DE FERRAMENTAS DE PROGRAMAÇÃO VISUAL NO ENSINO DE PROGRAMAÇÃO NO ENSINO MÉDIOprogramação visualtecnologias emergentesmetodologias ativasgamificaçãovisual programmingemerging techonologiesactive methodologiesgamificationprogramación visualtecnologías emergentesmetodologías activasgamificaciónThis study aims to analyze the role of visual programming tools in teaching programming to high school students, focusing on how these technologies can improve student’s conceptual understanding, academic performance, and engagement. To achieve this, a bibliographic review of specialized literature on the subject was conducted, encompassing publications from 2019 to 2024, to explore the use of emerging technologies and interactive platforms such as Scratch, Tynker, and MIT App Inventor. The research indicates that these tools play an important role in facilitating the learning of complex programming concepts, promoting the development of computational thinking and problem-solving skills in a practical and visual way. Furthermore, it was found that the use of active methodologies, such as Project-Based Learning and Gamification, contributes to student engagement, making the learning process more accessible, dynamic, and tailored to individual needs. However, the study also identifies significant challenges, such as the lack of adequate technological infrastructure in schools and the need for ongoing teacher training to effectively integrate these tools into their pedagogical practices. The study concludes that while emerging technologies have the potential to transform programming education, a joint effort between educational institutions and governments is essential to invest in infrastructure and teacher training, ensuring that the benefits of these tools can be fully realized in the school environment.Este estudio tiene como objetivo analizar el papel de las herramientas de programación visual en la enseñanza de programación para estudiantes de la escuela secundaria, centrándose en cómo estas tecnologías pueden mejorar la comprensión conceptual, el desempeño académico y el compromiso de los estudiantes. Se realizó una investigación bibliográfica en la literatura especializada sobre el tema, abarcando publicaciones entre 2019 y 2024, con el propósito de explorar el uso de tecnologías emergentes y plataformas interactivas, como Scratch, Tynker y MIT App Inventor. La investigación señala que estas herramientas desempeñan un papel importante al facilitar el aprendizaje de conceptos complejos de programación, promoviendo el desarrollo del pensamiento computacional y habilidades para la resolución de problemas de manera práctica y visual. Se constató que el uso de metodologías activas, como el Aprendizaje Basado en Proyectos y la Gamificación, contribuye al compromiso de los estudiantes, haciendo que el proceso de aprendizaje sea más accesible, dinámico y adaptado a las necesidades individuales. Pero, la investigación también identifica desafíos importantes, como la falta de infraestructura tecnológica adecuada en las escuelas y la necesidad de una formación continua para los profesores, que les permita integrar estas herramientas de manera eficaz en sus prácticas pedagógicas. Se concluye que, aunque las tecnologías emergentes tienen el potencial de transformar la enseñanza de la programación, es esencial que haya un esfuerzo conjunto entre las instituciones educativas y los gobiernos para invertir en infraestructura y formación docente, garantizando que los beneficios de estas herramientas puedan aprovecharse plenamente en el entorno escolar.Este estudo tem como objetivo analisar o papel das ferramentas de programação visual no ensino de programação para alunos do Ensino Médio, focando em como essas tecnologias podem melhorar a compreensão conceitual, o desempenho acadêmico e o engajamento dos estudantes. Para isso, foi realizada uma pesquisa bibliográfica nas literaturas especializadas sobre o tema englobando publicações entre 2019 e 2024, visando explorar o uso de tecnologias emergentes e plataformas interativas, como Scratch, Tynker e MIT App Inventor. A pesquisa aponta que essas ferramentas desempenham um papel importante ao facilitar o aprendizado de conceitos complexos de programação, promovendo o desenvolvimento do pensamento computacional e habilidades de resolução de problemas de forma prática e visual. Além disso, constatou-se que o uso de metodologias ativas, como a Aprendizagem Baseada em Projetos e a Gamificação, contribui para o engajamento dos alunos, tornando o processo de aprendizagem mais acessível, dinâmico e adaptado às necessidades individuais. No entanto, a pesquisa também identifica desafios importantes, como a falta de infraestrutura tecnológica adequada nas escolas e a necessidade de capacitação contínua dos professores para que possam integrar essas ferramentas de maneira eficaz em suas práticas pedagógicas. Conclui-se que, embora as tecnologias emergentes tenham potencial para transformar o ensino da programação, é essencial que haja um esforço conjunto entre instituições educacionais e governos para investir em infraestrutura e formação docente, garantindo que os benefícios dessas ferramentas possam ser plenamente aproveitados no ambiente escolar.SciELO PreprintsSciELO PreprintsSciELO Preprints2025-01-28info:eu-repo/semantics/preprintinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://preprints.scielo.org/index.php/scielo/preprint/view/1108110.1590/SciELOPreprints.11081porhttps://preprints.scielo.org/index.php/scielo/preprint/view/11081/20124Copyright (c) 2025 Monique Casagranda, Pâmela Félix Freitashttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessCasagranda, MoniqueFélix Freitas, Pâmelareponame:SciELO Preprintsinstname:Scientific Electronic Library Online (SCIELO)instacron:SCI2025-01-15T13:20:52Zoai:ops.preprints.scielo.org:preprint/11081Servidor de preprintshttps://preprints.scielo.org/index.php/scieloONGhttps://preprints.scielo.org/index.php/scielo/oaiscielo.submission@scielo.orgopendoar:2025-01-15T13:20:52SciELO Preprints - Scientific Electronic Library Online (SCIELO)false |
| dc.title.none.fl_str_mv |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL EL USO DE HERRAMIENTAS DE PROGRAMACIÓN VISUAL EM LA ENSEÑANZA DE PROGRAMACIÓN EN LA ESCULA SECUNDARIA O USO DE FERRAMENTAS DE PROGRAMAÇÃO VISUAL NO ENSINO DE PROGRAMAÇÃO NO ENSINO MÉDIO |
| title |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL |
| spellingShingle |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL Casagranda, Monique programação visual tecnologias emergentes metodologias ativas gamificação visual programming emerging techonologies active methodologies gamification programación visual tecnologías emergentes metodologías activas gamificación |
| title_short |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL |
| title_full |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL |
| title_fullStr |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL |
| title_full_unstemmed |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL |
| title_sort |
THE USE OF VISUAL PROGRAMMING TOOLS IN TEACHING PROGRAMMING IN HIGH SCHOOL |
| author |
Casagranda, Monique |
| author_facet |
Casagranda, Monique Félix Freitas, Pâmela |
| author_role |
author |
| author2 |
Félix Freitas, Pâmela |
| author2_role |
author |
| dc.contributor.author.fl_str_mv |
Casagranda, Monique Félix Freitas, Pâmela |
| dc.subject.por.fl_str_mv |
programação visual tecnologias emergentes metodologias ativas gamificação visual programming emerging techonologies active methodologies gamification programación visual tecnologías emergentes metodologías activas gamificación |
| topic |
programação visual tecnologias emergentes metodologias ativas gamificação visual programming emerging techonologies active methodologies gamification programación visual tecnologías emergentes metodologías activas gamificación |
| description |
This study aims to analyze the role of visual programming tools in teaching programming to high school students, focusing on how these technologies can improve student’s conceptual understanding, academic performance, and engagement. To achieve this, a bibliographic review of specialized literature on the subject was conducted, encompassing publications from 2019 to 2024, to explore the use of emerging technologies and interactive platforms such as Scratch, Tynker, and MIT App Inventor. The research indicates that these tools play an important role in facilitating the learning of complex programming concepts, promoting the development of computational thinking and problem-solving skills in a practical and visual way. Furthermore, it was found that the use of active methodologies, such as Project-Based Learning and Gamification, contributes to student engagement, making the learning process more accessible, dynamic, and tailored to individual needs. However, the study also identifies significant challenges, such as the lack of adequate technological infrastructure in schools and the need for ongoing teacher training to effectively integrate these tools into their pedagogical practices. The study concludes that while emerging technologies have the potential to transform programming education, a joint effort between educational institutions and governments is essential to invest in infrastructure and teacher training, ensuring that the benefits of these tools can be fully realized in the school environment. |
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2025 |
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2025-01-28 |
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https://preprints.scielo.org/index.php/scielo/preprint/view/11081 10.1590/SciELOPreprints.11081 |
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10.1590/SciELOPreprints.11081 |
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por |
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https://preprints.scielo.org/index.php/scielo/preprint/view/11081/20124 |
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Copyright (c) 2025 Monique Casagranda, Pâmela Félix Freitas https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
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Copyright (c) 2025 Monique Casagranda, Pâmela Félix Freitas https://creativecommons.org/licenses/by/4.0 |
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