03.1 - Graduação (UAST)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2926

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Resultados da Pesquisa

Agora exibindo 1 - 3 de 3
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    PaintCode: um ambiente de programação baseada em blocos para o ensino de conceitos básicos de Programação
    Silva, João Emerson Niculau da; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/6960607042909886
    Introduction: Programming is a challenge in Computing, both for its complexity and for being a subject not taught in basic education. With educational software, its introduction and practice can be aided. Goals: To present the PaintCode software that helps teaching and learning of basic programming concepts. Methods: Use Python, the MVC architectural pattern, good design principles and block programming. Usability assessment uses System Usability Scale (SUS) and statistical inference by Chi-Square and ANOVA. Results: SUS is 91.38 points, with best imaginable adjectives SUS and hypothesis is proven a significant contribution to the teaching and learning process of basic programming concepts.
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    Desenvolvimento de um ambiente para auxiliar a prática de lógica de programação: uma abordagem de gamificação
    (2021-03-03) Nogueira, José Elvis da Silva Souza; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/7744856274390660
    Introduction: learning to program is difficult, a fact verified by the high failure rates in courses in the area of Computing, one of the causes being the difficulty of assimilating logical-mathematical concepts. Educational soft- ware is an alternative to mitigate this problem. Objective: to present the deve- lopment of a game that helps in the practice of Logical Expressions. Method: the coding will be in Java. The organization is given in MVC. XML is used for data storage. The game was assessed using the MEEGA methods; SUS and hy- pothesis testing. Results: it was verified through the SUS evaluation, reconciled the analysis of the applied questionnaire that the game has characteristics that help in learning, in addition to the quality of the same.
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    Desenvolvimento de um Ambiente Educacional para Auxiliar o Ensino de Lógica de Programação: uma abordagem com arduino, blocos de montar de plástico interligados e programação em blocos
    (2019-12-19) Brito, Alan Limeira; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/5397050619245987
    Currently, as schools undergo transformations in their teaching methods, some still use traditional tools, on the other hand, other updated updates. Technology in schools can develop new skills, such as logical thinking, or who welcomes students both at school level and in relation to everyday activities and their working life. The teaching of programming logic is already part of the basic curriculum of many countries, which are related to the importance of logic as a basis for the development of children. In the information society, the use of technologies as a tool to help teachers has gained notoriety, in this sense, Educational Robotics becomes an alternative means for teaching and, consequently, can improve the performance of children in the study of programming logic. . It is in this context that we decorate this research, focused on the development of an educational environment for the teaching of programming logic. The developed environment uses the JavaScript code programming method and block programming, which are used in blocks to drive hardware developed from the combination of interlocking plastic assembly blocks and Arduinopowered electronics. An electronic interface is encapsulated to address any complexities. Thus, as a major contribution, this work brings the development of a solution for teachers and students assisting in the process of teaching and learning the logic of programming, mainly because it is a low cost solution that can be used in work situations and / or in a school environment.