Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica

Bibliographic Details
Main Author: Araujo, Luis Gustavo de Jesus
Publication Date: 2018
Format: Master thesis
Language: por
Source: Biblioteca Digital de Teses e Dissertações da UEFS
Download full: http://tede2.uefs.br:8080/handle/tede/696
Summary: Teaching programming is a great challenge in every educational stage and in several institutions of the world, being a general problem in the area of computing education. In the Brazilian Informatics vocational high school programs, historical issues of the Professional Education System in Brazil make this problem even harder. With these issues in mind, we proposed and evaluated a teaching approach based on spiral learning associated with programming environments for novices and contexts relevant to students, aiming to improve motivation and learning in programming courses. Three case studies were carried out: one in Midlle School, and two in vocational high school programs in Informatics in Feira de Santana, Bahia, Brazil. The case studies were split into three contextualized blocks, where programming content was learned through a context, using appropriate tools. Contexts such as games, geometric figures and images were used, as well as Scratch, JES and PPlay tools. Given the qualitative and quantitative nature of this research, we used sur- veys, interviews, observations, evaluations and logbooks to obtain the data. Results on motivation are described in terms of the ARCS model (Attention, Relevance, Confidence and Satisfaction), and the results on learning are described from student exams and qualitative data. Results point to high levels of motivation during the whole approach and to the influence in student motivation of either maintaining or changing context and tools used in each block. Regarding learning, results demonstrate that the approach has enhanced learning of some concepts. One noti- ces that Scratch helped in understanding Functions, Select and Repeart Structures, and that the use of the Python language led to better understanding of Variables and Relational Operators. About object-oriented programming concepts, students showed ease with Classes, Constructors, Objects and Variables. This study also reveals the mutual influence between student motivation and learning. The results, materials, research design and the courses presented in this work may contribute to the design of other vocational courses and to the research on teaching and learning programming.
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spelling Bittencourt , Roberto Almeida56176098515http://lattes.cnpq.br/614854666614255103607082525http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4312535E0Araujo, Luis Gustavo de Jesus2018-07-31T22:19:12Z2018-04-06ARAUJO, Luis Gustavo de Jesus. Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica. 2018. 266 f. Disserta??o (Mestrado em Computa??o Aplicada) - Universidade Estadual de Feira de Santana, Feira de Santana, 2018.http://tede2.uefs.br:8080/handle/tede/696Teaching programming is a great challenge in every educational stage and in several institutions of the world, being a general problem in the area of computing education. In the Brazilian Informatics vocational high school programs, historical issues of the Professional Education System in Brazil make this problem even harder. With these issues in mind, we proposed and evaluated a teaching approach based on spiral learning associated with programming environments for novices and contexts relevant to students, aiming to improve motivation and learning in programming courses. Three case studies were carried out: one in Midlle School, and two in vocational high school programs in Informatics in Feira de Santana, Bahia, Brazil. The case studies were split into three contextualized blocks, where programming content was learned through a context, using appropriate tools. Contexts such as games, geometric figures and images were used, as well as Scratch, JES and PPlay tools. Given the qualitative and quantitative nature of this research, we used sur- veys, interviews, observations, evaluations and logbooks to obtain the data. Results on motivation are described in terms of the ARCS model (Attention, Relevance, Confidence and Satisfaction), and the results on learning are described from student exams and qualitative data. Results point to high levels of motivation during the whole approach and to the influence in student motivation of either maintaining or changing context and tools used in each block. Regarding learning, results demonstrate that the approach has enhanced learning of some concepts. One noti- ces that Scratch helped in understanding Functions, Select and Repeart Structures, and that the use of the Python language led to better understanding of Variables and Relational Operators. About object-oriented programming concepts, students showed ease with Classes, Constructors, Objects and Variables. This study also reveals the mutual influence between student motivation and learning. The results, materials, research design and the courses presented in this work may contribute to the design of other vocational courses and to the research on teaching and learning programming.O ensino de programa??o ? um grande desafio em todas as modalidades de ensino e em v?rias institui??es de diversos pa?ses, configurando-se como um problema geral na ?rea de Computa??o. Nos cursos t?cnicos em inform?tica brasileiros, somam-se os problemas hist?ricos da Educa??o Profissional no Brasil. Diante destes problemas, buscou-se a motiva??o e o aprendizado em disciplinas de programa??o, atrav?s de uma abordagem se ensino em espiral e contextualizada. Foram realizados tr?s estudos de caso: um, no ensino Fundamental, e dois, em cursos t?cnicos de Inform?tica, no munic?pio de Feira de Santana, Bahia. Os estudos de caso foram divididos em tr?s blocos contextualizados, onde estudavam-se conte?dos de programa??o atrav?s de um contexto, usando ferramentas apropriadas. Foram utilizados contextos como Jogos, Figuras geom?tricas e Imagens, assim como as ferramentas Scratch, JES e PPlay. Tendo em vista o car?ter qualitativo e quantitativo da pesquisa, utilizamos question?rios, entrevistas, observa??es, avalia??es e di?rios de bordo para obten??o dos dados. Os resultados sobre motiva??o s?o descritos em termos do modelo ARCS (Aten??o, Relev?ncia, Confian?a e Satisfa??o), enquanto que os resultados sobre aprendizagem s?o descritos a partir das avalia??es e dos dados qualitativos. Os resultados apontam para altos ?ndices de motiva??o, durante toda a abordagem e para a influ?ncia direta da manuten??o ou mudan?a do contexto e das ferramentas, utilizadas nos blocos, na motiva??o dos estudantes. Quanto `a aprendizagem, os resultados demonstram que a abordagem potencializou a aprendizagem de alguns conceitos. Percebe-se que o Scratch auxiliou na compreens?o de Fun??o, Estruturas de Repeti??o e Sele??o e que o uso da linguagem Python possibilitou uma maior compreens?o sobre Vari?veis e sobre Operadores Relacionais. Quanto ? orienta??o a objetos, os estudantes apresentaram facilidades em Classes, Construtores e Objetos. Este estudo revela ainda, rela??es de influ?ncia entre a motiva??o dos estudantes e a aprendizagem. Espera-se que os resultados, os materiais e o design da pesquisa e das disciplinas, aqui apresentados, possam contribuir para a concep??o de disciplinas de programa??o em outros cursos t?cnicos e para a investiga??o sobre o ensino-aprendizagem de programa??o.Submitted by Jadson Francisco de Jesus SILVA (jadson@uefs.br) on 2018-07-31T22:19:12Z No. of bitstreams: 1 Dissertacao_LuisGustavoAraujo.pdf: 8660411 bytes, checksum: cba36d7b6e819bd2743bd4343cccbccf (MD5)Made available in DSpace on 2018-07-31T22:19:12Z (GMT). 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dc.title.por.fl_str_mv Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
title Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
spellingShingle Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
Araujo, Luis Gustavo de Jesus
Educa??o em Computa??o
Ensino de Programa??o
Educa??o Profissional
Curso T?cnico em Inform?tica
Ensino em Espiral
Motiva??o
Aprendizagem
Ambientes L?dicos de Programa??o
Computer Science Education
Teaching Programming
Technical Education
Computer Science Course
Spiral Curriculum
Motivation
Fun Environments
METODOLOGIA E TECNICAS DA COMPUTACAO::LINGUAGENS DE PROGRAMACAO
title_short Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
title_full Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
title_fullStr Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
title_full_unstemmed Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
title_sort Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica
author Araujo, Luis Gustavo de Jesus
author_facet Araujo, Luis Gustavo de Jesus
author_role author
dc.contributor.advisor1.fl_str_mv Bittencourt , Roberto Almeida
dc.contributor.advisor1ID.fl_str_mv 56176098515
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dc.contributor.authorID.fl_str_mv 03607082525
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4312535E0
dc.contributor.author.fl_str_mv Araujo, Luis Gustavo de Jesus
contributor_str_mv Bittencourt , Roberto Almeida
dc.subject.por.fl_str_mv Educa??o em Computa??o
Ensino de Programa??o
Educa??o Profissional
Curso T?cnico em Inform?tica
Ensino em Espiral
Motiva??o
Aprendizagem
Ambientes L?dicos de Programa??o
topic Educa??o em Computa??o
Ensino de Programa??o
Educa??o Profissional
Curso T?cnico em Inform?tica
Ensino em Espiral
Motiva??o
Aprendizagem
Ambientes L?dicos de Programa??o
Computer Science Education
Teaching Programming
Technical Education
Computer Science Course
Spiral Curriculum
Motivation
Fun Environments
METODOLOGIA E TECNICAS DA COMPUTACAO::LINGUAGENS DE PROGRAMACAO
dc.subject.eng.fl_str_mv Computer Science Education
Teaching Programming
Technical Education
Computer Science Course
Spiral Curriculum
Motivation
Fun Environments
dc.subject.cnpq.fl_str_mv METODOLOGIA E TECNICAS DA COMPUTACAO::LINGUAGENS DE PROGRAMACAO
description Teaching programming is a great challenge in every educational stage and in several institutions of the world, being a general problem in the area of computing education. In the Brazilian Informatics vocational high school programs, historical issues of the Professional Education System in Brazil make this problem even harder. With these issues in mind, we proposed and evaluated a teaching approach based on spiral learning associated with programming environments for novices and contexts relevant to students, aiming to improve motivation and learning in programming courses. Three case studies were carried out: one in Midlle School, and two in vocational high school programs in Informatics in Feira de Santana, Bahia, Brazil. The case studies were split into three contextualized blocks, where programming content was learned through a context, using appropriate tools. Contexts such as games, geometric figures and images were used, as well as Scratch, JES and PPlay tools. Given the qualitative and quantitative nature of this research, we used sur- veys, interviews, observations, evaluations and logbooks to obtain the data. Results on motivation are described in terms of the ARCS model (Attention, Relevance, Confidence and Satisfaction), and the results on learning are described from student exams and qualitative data. Results point to high levels of motivation during the whole approach and to the influence in student motivation of either maintaining or changing context and tools used in each block. Regarding learning, results demonstrate that the approach has enhanced learning of some concepts. One noti- ces that Scratch helped in understanding Functions, Select and Repeart Structures, and that the use of the Python language led to better understanding of Variables and Relational Operators. About object-oriented programming concepts, students showed ease with Classes, Constructors, Objects and Variables. This study also reveals the mutual influence between student motivation and learning. The results, materials, research design and the courses presented in this work may contribute to the design of other vocational courses and to the research on teaching and learning programming.
publishDate 2018
dc.date.accessioned.fl_str_mv 2018-07-31T22:19:12Z
dc.date.issued.fl_str_mv 2018-04-06
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dc.identifier.citation.fl_str_mv ARAUJO, Luis Gustavo de Jesus. Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica. 2018. 266 f. Disserta??o (Mestrado em Computa??o Aplicada) - Universidade Estadual de Feira de Santana, Feira de Santana, 2018.
dc.identifier.uri.fl_str_mv http://tede2.uefs.br:8080/handle/tede/696
identifier_str_mv ARAUJO, Luis Gustavo de Jesus. Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica. 2018. 266 f. Disserta??o (Mestrado em Computa??o Aplicada) - Universidade Estadual de Feira de Santana, Feira de Santana, 2018.
url http://tede2.uefs.br:8080/handle/tede/696
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