Da ideia ao jogo digital: uma proposta de integração curricular no itinerário técnico e profissional do novo ensino médio
type: CreativeWork
description: The high school reform established the Professional and Technological Education (EPT) Pathway, which must integrate with the Basic General Education (FGB), as outlined in the National Common Curricular Base (BNCC), to ensure the comprehensive education of students by developing the skills and competencies required for the 21st century. Among these skills, those related to Computational Thinking (CT) are highlighted as essential, as they assist in solving complex problems through the creation of educational digital games. That said, this research was guided by the following problem: Does the creation of educational digital games in an elective subject in the new high school foster the integration between FGB and the technical and professional pathway, stimulating the development of CT in students? Thus, the general objective of this research was to analyze the development of CT in students of the new high school, integrated with professional education, through the creation of educational digital games that reflect their professional practice to stimulate the development of the competencies required for the 21st century. The specific objectives were: i) to conduct a systematic literature review to identify the tools, contributions, difficulties, duration, and contexts of CT development activities in high school and new high school students; ii) to plan, implement, and evaluate an elective course focused on CT development in new high school students through the creation of educational digital games; iii) to analyze the development of CT skills in students after the course. The exploratory research is applied in nature, using action research methodology and a qualitative-quantitative assessment approach, utilizing game-based learning for the creation of a didactic sequence. Data collection involved questionnaires, logbooks, evaluations using Bebras questions, and analysis of the games produced with the Dr. Scratch tool. The participating students are from a public schoo…
abstract: The high school reform established the Professional and Technological Education (EPT) Pathway, which must integrate with the Basic General Education (FGB), as outlined in the National Common Curricular Base (BNCC), to ensure the comprehensive education of students by developing the skills and competencies required for the 21st century. Among these skills, those related to Computational Thinking (CT) are highlighted as essential, as they assist in solving complex problems through the creation of educational digital games. That said, this research was guided by the following problem: Does the creation of educational digital games in an elective subject in the new high school foster the integration between FGB and the technical and professional pathway, stimulating the development of CT in students? Thus, the general objective of this research was to analyze the development of CT in students of the new high school, integrated with professional education, through the creation of educational digital games that reflect their professional practice to stimulate the development of the competencies required for the 21st century. The specific objectives were: i) to conduct a systematic literature review to identify the tools, contributions, difficulties, duration, and contexts of CT development activities in high school and new high school students; ii) to plan, implement, and evaluate an elective course focused on CT development in new high school students through the creation of educational digital games; iii) to analyze the development of CT skills in students after the course. The exploratory research is applied in nature, using action research methodology and a qualitative-quantitative assessment approach, utilizing game-based learning for the creation of a didactic sequence. Data collection involved questionnaires, logbooks, evaluations using Bebras questions, and analysis of the games produced with the Dr. Scratch tool. The participating students are from a public schoo…
author: Silva, Edson Caio
language: pt_BR
keywords: Pensamento computacional, Aprendizagem baseada em jogo, Novo ensino médio
date published: 2024-09-25
date modified: 2026-07-24T01:20:51Z
provider: Brazil UFRN
publisher: Networked Digital Library of Theses and Dissertations
type: WebPage
source organization: Universidade Federal do Rio Grande do Norte