Aprender brincando!
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Tipo
Relatos de experiência
Classficação
Nível metodológico
Data
2019
Título do Períodico
Tecnologias, Sociedade e Conhecimento
ISSN
2318-8839
Página(s)/e-location
96-110
Idioma(s)
pt
Fonte
Campinas, SP
6
2
6
2
Fonte
Resumo
A motivação deste artigo foi o de apresentar o projeto denominado EXPOTED (Exposição de Tecnologias na Educação), para inserir o Pensamento Computacional em 15 escolas da Rede Municipal de Ensino de Ananindeua-PA, através de Oficinas de Aprendizagem Criativa e de metodologias ativas, apresentadas como propostas do Departamento de Informática Educativa (DIED), que aplicou essas abordagens dentro do contexto destas escolas, que se encontravam com ou sem infraestruturas tecnológicas adequadas. Como objetivos, priorizou-se o de inserir a linguagem de programação Scratch nas práticas docentes por meio da Computação Criativa e desplugada, além da Introdução à robótica educacional com materiais alternativos, entre eles: papelão, garrafas pet e e-lixo, entre outros. Destaca-se como resultado o envolvimento de aproximadamente 10.000 alunos atendidos nesta proposta.
This paper presents the project called EXPOTED (Technology Education Exhibition), which inserts Computational Thinking in 15 schools of the Ananindeua-PA, Municipal Education Network, in the state of Pará, Brazil, through Creative Learning Workshops and active methodologies to their teachers and students.They are proposed by the Department of Educational Informatics (DIED), which applied these approaches within the context of these schools, most of them with computer rooms. As objectives, the priority was to insert the Scratch programming language through Creative and Unplugged Computing, as well as hands-on activities, such as introducing educational robotics with alternative materials, including: cardboard, pet bottles, e-waste, among others. It stands out as a result approximately 5,100 students served in this proposal.
This paper presents the project called EXPOTED (Technology Education Exhibition), which inserts Computational Thinking in 15 schools of the Ananindeua-PA, Municipal Education Network, in the state of Pará, Brazil, through Creative Learning Workshops and active methodologies to their teachers and students.They are proposed by the Department of Educational Informatics (DIED), which applied these approaches within the context of these schools, most of them with computer rooms. As objectives, the priority was to insert the Scratch programming language through Creative and Unplugged Computing, as well as hands-on activities, such as introducing educational robotics with alternative materials, including: cardboard, pet bottles, e-waste, among others. It stands out as a result approximately 5,100 students served in this proposal.
Descrição
Palavras-chave
Pensamento computacional, Aprendizagem criativa, Metodologias ativas, Computational thinking, Creative learning, Active methodologies
Citação
ARAÚJO, Katia; CANGUSSÚ, Marina; ALVES JÚNIOR, Arlindo. Aprender brincando!. Tecnologias, Sociedade e Conhecimento, p. 96-110. 2019. https://doi.org/10.20396/tsc.v6i2.14518. Disponível em: https://econtents.bc.unicamp.br/inpec/index.php/tsc/article/view/14518. Acesso em: 2024-12-02