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Orientador(es)
Resumo(s)
Este relatório descreve o projeto de intervenção pedagógica que desenvolvi
na Escola Secundária Gago Coutinho, numa turma do 1º ano do Curso Profissional
Técnico de Gestão e Programação de Sistemas Informáticos. A intervenção foi
realizada no módulo 4 (Estruturas de Dados Estáticas) da disciplina “Programação e
Sistemas de Informação”, no qual se abordaram os conceitos de criação e
manipulação de Arrays multidimensionais em C#.
Nesta intervenção investiguei se o desenvolvimento, pelos alunos, de um jogo
que promovesse a igualdade de género seria uma boa estratégia para aprender
linguagens de programação. Investiguei também se a construção prévia de um
protótipo físico do jogo auxiliaria os alunos na compreensão dos conceitos de
programação abordados, facilitando o posterior desenvolvimento do jogo em formato
digital.
O trabalho de intervenção foi integrado no projeto de Cidadania e Domínio
de Autonomia Curricular da turma, ganhando assim uma dimensão multidisciplinar.
Para a sua operacionalização recorri à metodologia de Aprendizagem Baseada em
Projeto.
Apesar de inicialmente ter sido planeada para um regime presencial, a
intervenção decorreu totalmente online devido ao confinamento em consequência da
pandemia Covid-19. Por este motivo, a intervenção foi redesenhada para o Ensino a
Distância e foi necessário adaptar os recursos já construídos e elaborar outros de
acordo com esta modalidade de ensino.
No final da intervenção foi efetuada uma análise aos projetos desenvolvidos e
às respostas dadas pelos alunos nos questionários. Os resultados obtidos permitiram
concluir que o desenvolvimento de um jogo para a promoção da igualdade de género
se afigurou como uma boa estratégia para aprender linguagens de programação. Os
alunos consideraram que o tema da igualdade de género serviu de motivação e que a
construção do protótipo foi útil para a compreensão dos conceitos de programação
abordados.
This report describes the pedagogical intervention project that I developed at Escola Secundária Gago Coutinho, in a 1st-year class of the Professional Technical Course in Computer Systems Management and Programming. The intervention was carried out in module 4 (Static Data Structures) of the “Programming and Information Systems” discipline, in which the concepts of creating and manipulating multidimensional Arrays in C# were addressed. In this intervention, I investigated whether the development, by the students, of a game that promotes gender equality would be a good strategy for learning programming languages. I also investigated if the previous construction of a physical prototype of the game helps students to understand the programming concepts covered, facilitating the subsequent development of the game in digital format. The intervention project was integrated into the Citizenship and Curricular Autonomy Domain project, thus gaining a multidisciplinary dimension. To operationalize it I used the Project Based Learning methodology. Although initially was planned for a face-to-face regimen, the intervention took place entirely online due to confinement because of the Covid-19 pandemic. For this reason, the intervention was redesigned for Distance Learning, and it was necessary to adapt the resources already built and develop others in accordance with this teaching modality. At the end of the intervention, an analysis was carried out of the projects developed and the answers given by students in the questionnaires. The results allowed us to conclude that the development of a game to promote gender equality appeared to be a good strategy for learning programming languages. Students found that the topic of gender equality was motivating, and that the construction of the prototype was useful for understanding the programming concepts.
This report describes the pedagogical intervention project that I developed at Escola Secundária Gago Coutinho, in a 1st-year class of the Professional Technical Course in Computer Systems Management and Programming. The intervention was carried out in module 4 (Static Data Structures) of the “Programming and Information Systems” discipline, in which the concepts of creating and manipulating multidimensional Arrays in C# were addressed. In this intervention, I investigated whether the development, by the students, of a game that promotes gender equality would be a good strategy for learning programming languages. I also investigated if the previous construction of a physical prototype of the game helps students to understand the programming concepts covered, facilitating the subsequent development of the game in digital format. The intervention project was integrated into the Citizenship and Curricular Autonomy Domain project, thus gaining a multidisciplinary dimension. To operationalize it I used the Project Based Learning methodology. Although initially was planned for a face-to-face regimen, the intervention took place entirely online due to confinement because of the Covid-19 pandemic. For this reason, the intervention was redesigned for Distance Learning, and it was necessary to adapt the resources already built and develop others in accordance with this teaching modality. At the end of the intervention, an analysis was carried out of the projects developed and the answers given by students in the questionnaires. The results allowed us to conclude that the development of a game to promote gender equality appeared to be a good strategy for learning programming languages. Students found that the topic of gender equality was motivating, and that the construction of the prototype was useful for understanding the programming concepts.
Descrição
Relatório da Prática de Ensino Supervisionada, Mestrado em Ensino de Informática, Universidade de Lisboa, Instituto de Educação, 2021
Palavras-chave
Aprendizagem baseada em projetos Cidadania Ensino à distância Jogos digitais Linguagem de programação Relatórios da prática de ensino supervisionada - 2021
