Gamification and computational thinking: analysis of an experience in high school / technical-education
DOI:
https://doi.org/10.33448/rsd-v9i10.8053Keywords:
Gamification; Algorithms; Assembly; Programming.Abstract
The goal of this work is to analyze how the use of gamification can support the teaching/learning of computing for students of high school and technical-integrated courses that were not previously literate in the area. The strategy adopted was to use digital games in the classroom and investigate how they help students in building mental models about the concepts important to computational thinking. The experiment used the TIS-100 game from Zachtronics. The investigation of mental models was carried out through quizzes and observations of dialogues with students during classes. We conclude that gamification is a powerful strategy to assist in the development of student’s computational thinking.
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Copyright (c) 2020 Otavio de Souza Martins Gomes; Walace de Almeida Rodrigues; Raquel Aparecida Soares Reis Franco
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