RPG Game for Developing Computational Thinking Skills in Elementary School: Digital Game and Teacher Education

Authors

  • Bruno Cabreira Gonçalves Universidade Federal de Pelotas
  • João Eduardo Seffrin Soares Universidade Federal de Pelotas
  • Placida Oliveira Universidade Federal de Pelotas
  • Jonnhy Marques Universidade Federal de Pelotas
  • Simone André da Costa Cavalheiro Universidade Federal de Pelotas
  • Luciana Foss Universidade Federal de Pelotas
  • André Du Bois Universidade Federal de Pelotas
  • Renata Reiser Universidade Federal de Pelotas
  • Clause Piana Universidade Federal de Pelotas
  • Ana Rita Mazzini Universidade Federal de Pelotas

DOI:

https://doi.org/10.5753/rbie.2022.2400

Keywords:

Computational Thinking, Data Abstraction, Process Abstraction, Pattern Recognition, Elementary School, Roleplaying Game, Remote Learning

Abstract

Computational Thinking (CT) has been considered as an alternative for the development of skills considered fundamental for professionals in the 21st century. In Brazil, the importance of the CT can be observed by its insertion in the norms of the Common National Curriculum Base. Among the approaches which aim to qualify the teaching and learning process through the development of CT skills, the use of educational games stands out. In particular, a methodology for the application of an activity called Elementals RPG was previously proposed, with the goal of integrating the teaching of mathematics with the following CT concepts and techniques: abstraction of data and processes, and pattern recognition/generalization. A face-to-face case study was developed, and the results obtained gave evidence that the activity was attractive and effective for student learning. However, due to the COVID-19 pandemic, there was also a need for new alternatives to work remotely. Thus, this work complements the proposed activity with a remote tutorial for teachers and a digital game for students, both applied and evaluated in order to identify the feasibility and suitability of the proposals for the target audience.

Downloads

Download data is not yet available.

References

Araujo, G., Silva, T., & Aranha, E. (2016). A construção de jogos digitais na escola: um relato de experiência na formação de professores. In Anais do WIE. doi: 10.5753/cbie.wie.2016.161. [GS Search]

Athanasiou, L., Topali, P., & Mikropoulos, T. A. (2017). The use of robotics in introductory programming for elementary students. In D. Alimisis, M. Moro, & E. Menegatti (Eds.), Educational robotics in the makers era (pp. 183–192). Cham: Springer. doi: 10.1007/978-3-319-55553-9_14. [GS Search]

Bartz, M. S. (2018). Uma proposta de atividade desplugada baseada em um jogo RPG para promover o pensamento computacional e avaliar a colaboração entre estudantes do ensino fundamental. TCC (Ciência da Computação), UFPEL. [Link]

Bell, T., Witten, I. H., & Fellows, M. (1998). Computer science unplugged: Off-line activities and games for all ages. [GS Search]

Cao, F., Ding, D., & Zhu, M. (2019). Introducing fundamental computer science concepts through game design. Journal of Computing Sciences in Colleges, 34(4), 90–96. [GS Search]

Centre for Teaching Excellence (2021). Key Strategies for Effective Tutorials. Acessado em 2 de nov. de 2021. Retrieved from [Link]

Clarke, S., et al. (2016). EscapED: Adapting live-action, interactive games to support higher education teaching and learning practices. Springer. doi: 10.1007/978-3-319-50182-6_13. [GS Search]

Coelho, J., Souza, G. H., & Albuquerque, J. (2020). Metodologia de pesquisa científica em informática na educação: Abordagem quantitativa. In (Vol. 2, chap. Desenvolvimento de questionários e aplicação na pesquisa em Informática na Educação). MPCEIE. [GS Search]

Csizmadia, A., et al. (2015). Computational thinking - a guide for teachers. Acessado em 3 de dez. de 2021. Retrieved from [Link]

Dabholkar, S., et al. (2021). Analysis of co-designed biology units integrated with computational thinking activities. In Proc. of the 15th International Conference of the Learning Sciences - ICLS 2021 (pp. 665–668). International Society of the Learning Sciences. [GS Search]

da Silva Junior, B., Cavalheiro, S., & Foss, L. (2018). Uma análise de um jogo educacional sob a ótica do pensamento computacional. In Anais do SBIE (p. 595-604). doi: 10.5753/cbie.sbie.2018.595. [GS Search]

Di Fuccio, R., Ferrara, F., & Di Ferdinando, A. (2019). The docent role play game: a tool for the training og the digital creativity for teachers. In Proceedings of the First Symposium on Psychology-Based Technologies. CEUR-WS.org. [GS Search]

ExpPC (2022). Explorando o Pensamento Computacional para a Qualificação do Ensino Fundamental. Acessado em 18 de abril de 2022. Retrieved from [Link]

Farias, E. J., et al. (2020). Pensamento computacional e a ação computacional por ensino remoto: Um relato de experiência de uso do appinventor em meio a pandemia de covid-19. In Anais do SBIE (pp. 1523–1532). doi: 10.5753/cbie.sbie.2020.1523. [GS Search]

Gohl, L. (2016). Usability guidelines for the creation and evaluation of functional and engaging tutorials in computer games. B.Sc., Univ. de Ciênc. Aplic. de Hamburgo. [GS Search]

Grave, L. A. S. (2021). O pensamento computacional na prática: uma experiência usando python em aulas de matemática básica. Dissertação de Mestrado, UFSM. [GS Search]

Junior, B. S., Cavalheiro, S., & Foss, L. (2021). Gramestation: Specifying games with graphs. In Anais do SBIE (pp. 499–511). Porto Alegre, RS, Brasil: SBC. doi: 10.5753/sbie.2021.218639. [GS Search]

Karakasis, C., & Xinogalos, S. (2020). Blocklyscript: Design and pilot evaluation of an rpg platform game for cultivating computational thinking skills to young students. Informatics in Education, 19(4), 641–668. doi: 10.15388/infedu.2020.28. [GS Search]

Kite, V., Park, S., & Wiebe, E. (2021). The code-centric nature of computational thinking education: A review of trends and issues in computational thinking education research. SAGE Open, 11(2), 1–17. doi: 10.1177/21582440211016418. [GS Search]

Martins, J. V. (2021). Metodologias ativas no ensino integrado: Pensamento computacional como metodologia de ensino de lógica computacional. Dissertação, IF Goiano. [GS Search]

Martins da Silva, F., & Meneghetti, R. (2019). Pensamento computacional na Base Nacional Comum Curricular. In Anais do CBE (pp. 1–8). Retrieved from [Link]

MEC (2018). Base Nacional Comum Curricular. Acessado em 3 de dezembro de 2021. Retrieved from [Link]

Mumcu, H. Y., Mumcu, S., & Çakirouglu, U. (2020). Use of arithmetic operation skills in block based programming environments: A comparati ve case study year. Journal of Computer and Education Research, 8(16), 404–427. doi: 10.18009/jcer.705822. [GS Search]

Oliveira, P., et al. (2019). Proposta e aplicação de atividades para o desenvolvimento das habilidades de organização de informação e pensamento algorítmico. In Anais do WIE (pp. 618–627). SBC. doi: 10.5753/cbie.wie.2019.618. [GS Search]

Oliveira, P., et al. (2021). Jogo de RPG para o desenvolvimento de habilidades do pensamento computacional no ensino fundamental. In Anais do WEI (pp. 41–50). SBC. doi: 10.5753/wei.2021.15895. [GS Search]

Oliveira, W., Cambraia, A. C., & Hinterholz, L. T. (2021). Pensamento computacional por meio da computação desplugada: Desafios e possibilidades. In Anais do WEI (pp. 468–477). doi: 10.5753/wei.2021.15938. [GS Search]

Otaran, A., Tokatli, O., & Patoglu, V. (2018). Handson-computing: Promoting algorithmic thinking through haptic educat. robots. In EuroHaptics (pp. 564–574). Springer. doi: 10.1007/978-3-319-93399-3_48. [GS Search]

Pires, F., et al. (2018). O livro do conhecimento: Um jogo de aventura para exercitar a ortografia. In Anais do SBIE (pp. 695–704). doi: 10.5753/cbie.sbie.2018.695. [GS Search]

Ribeiro, L., Foss, L., & da Costa Cavalheiro, S. A. (2017). Entendendo o pensamento computacional. Acessado em 3 de dezembro de 2021. Retrieved from [Link]

Silva, V., Silva, K., & França, R. (2017). Pensamento computacional na formação de professores: experiências e desafios encontrados no ensino da computação em escolas públicas. In Anais do WIE (Vol. 23, pp. 805–814). doi: 10.5753/cbie.wie.2017.805. [GS Search]

Slomp, E. M., et al. (2021). Using computacional thinking as a strategy for the development of reasoning and logic in students about the theme of ecology during the pandemic. In Proc. EDUNINE (p. 1-6). doi: 10.1109/EDUNINE51952.2021.9429100. [GS Search]

Sousa, L., Farias, E., & Carvalho, W. (2020). Programação em blocos aplicada no ensino do pensamento computacional: Um mapeamento sistemático. In Anais do SBIE (pp. 1513–1522). SBC. doi: 10.5753/cbie.sbie.2020.1513. [GS Search]

Sun, L., Guo, Z., & Hu, L. (2021). Educational games promote the development of students’comput. thinking: a meta-analytic review. Interac. Learning Environ., 1–15. doi: 10.1080/10494820.2021.1931891. [GS Search]

Wing, J. (2006). Computational thinking. Communications of the ACM, 49, 33-35. doi: 10.1145/1118178.1118215. [GS Search]

Xavier, E., et al. (2021). Pensamento computacional integrado à matemática na BNCC: proposta para o primeiro ano do ensino fund. In Anais do SBIE (pp. 989–1001). SBC. doi: 10.5753/sbie.2021.217772. [GS Search]

Published

2022-09-21

How to Cite

GONÇALVES, B. C.; SOARES, J. E. S.; OLIVEIRA, P.; MARQUES, J.; CAVALHEIRO, S. A. da C.; FOSS, L.; DU BOIS, A.; REISER, R.; PIANA, C.; MAZZINI, A. R. RPG Game for Developing Computational Thinking Skills in Elementary School: Digital Game and Teacher Education. Brazilian Journal of Computers in Education, [S. l.], v. 30, p. 262–291, 2022. DOI: 10.5753/rbie.2022.2400. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/2400. Acesso em: 4 jul. 2024.

Issue

Section

Awarded Papers :: WEI