scholarly journals Aplicação do Jogo Digital Code Combat no Ensino de Programação aos Alunos do Curso Médio Técnico em Informática

2020 ◽  
Vol 21 (1) ◽  
pp. 112-116
Author(s):  
Leandro Santos Passos ◽  
Jonathan Willian Zangeski Novais ◽  
Louyse Siqueira da Silva Varella ◽  
Allan Gonçalves De Oliveira ◽  
Dahiane dos Santos Oliveira Zangeski

O estudo compreendeu a aplicação do jogo digital Code Combat, em sala de aula, com o intuito de verificar como os alunos interagiam com esse jogo visando o aprendizado de programação.  A programação é muito importante para o tempo atual e seu ensino e aprendizagem é fundamental nos cursos voltados à Tecnologia da Informação (TI). No entanto, no processo de aprendizagem, muitos estudantes se deparam com dificuldades em raciocinar e abstrair respostas para a solução de problemas encontrados. Neste contexto, a utilização de jogos digitais no ensino de programação tem sido uma estratégia, que visa minimizar essas dificuldades. Assim, foi observada a sua a aplicação, em sala de aula, visando o aprendizado de programação. Trata-se de uma pesquisa com abordagem qualitativa e quantitativa a partir de um estudo de caso, tendo como coleta de dados um questionário aplicado aos participantes. Os resultados mostram que essa abordagem possui boa aceitação pelos participantes e se verificou que os participantes se sentiram motivados a aprender programação com o auxílio do jogo digital e, por isso, consideram uma estratégia importante no ensino de programação, em função da facilidade que muitos alunos já possuem para compreender a dinâmica do jogo digital.   Palavras-chave: Jogos Digitais. Code Combat. Programação. Aprendizagem.   Abstract The study included the Code Combat digital game application in the classroom in order to verify how the students interacted with this game aiming the programming learning. Programming is very important for our time and its teaching and learning is fundamental in courses focused on Information Technology (IT). However, in the learning process, many students face difficulties reasoning and abstracting answers to solve encountered problems. In this context, the use of digital games in programming teaching has been a strategy that aims to minimize these difficulties. Thus, it was observed its application in the classroom aiming at programming learning. This is a research with qualitative and quantitative approach based on a case study with data collection as a questionnaire applied to the participants. The results show that this approach is well accepted by the participants and it was found that the participants were motivated to learn programming with the help of digital game and therefore consider it an important strategy in programming teaching, due to the ease that many students already have to understand the digital gaming dynamics.   Keywords: Digital Games. Code Combat. Programming. Learning.  

2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


2019 ◽  
Vol 6 (1) ◽  
pp. 7-26
Author(s):  
Milan Jaćević

Investigations into the nature of the activity of gaming have been made difficult by virtue of the plurality of possible forms this activity may take. In this paper, I address this problem by examining (digital) gaming under the heading of practice theory, in an attempt to shed more light on the practical aspects of ludic literacy. Building on the theoretical and conceptual frameworks of Pierre Bourdieu, I present a general model of digital gaming as a form of situated human practice, followed by details of a case study, conducted in order to test and adjust the initial version of the model. Though further research with a greater population of players is needed in order to expand the scope of the model, the findings of the study lend credence to its validity as a conceptual framework for delineating and framing different practices generated by digital game artefacts.


Tunas Agraria ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 116-144
Author(s):  
Muhammad Mahirda Ariwibowo ◽  
Suharno Suharno ◽  
Wahyuni Wahyuni

Abstract: The activity of collecting land registration data is the main stage in the Complete Systematic Land Registration program (PTSL). Nowadays, the acceleration strategy by utilizing information technology such as Locus GIS and Mapit GIS as an android-based application for support land data collection activities has been widely used, both free and paid. Therefore, the factors of effectiveness of the application are important to be considered by the users so that they can be used appropriately and optimally according to user needs. This study aims to explore important matters related to the features owned and their advantages and disadvantages and usability of applications for collecting land registration data. Mix methods were used in this study which combines two approaches, namely qualitative and quantitative approach. The data of this study was collected through interview, observation and questionnaire. The result of this study shows that 1) Application features of Locus GIS and Mapit GIS  can be used for land data collection by considering the advantages and disadvantages of each; 2) The results of evaluating the utility test toward both applications for land data collection in accordance with ISO / IEC 9126-1 and ISO / IEC 9126-4 standards shows that it is equivalent to "Good" in the ratings and "Very Effective" in the categories.Keyword: The Effectiveness, Locus GIS, Mapit GIS, PTSL. Intisari: Pengumpulan data pendaftaran tanah menjadi tahapan utama dalam program Pendaftaran Tanah Sistematis Lengkap (PTSL). Strategi percepatan dengan memanfaatkan teknologi informasi seperti Locus GIS dan Mapit GIS sebagai aplikasi berbasis android untuk mendukung kegiatan pengumpulan data pertanahan telah banyak digunakan dari yang gratis maupun yang berbayar. Maka dari itu faktor efektivitas aplikasi menjadi penting untuk dipertimbangkan pengguna sehingga bisa dimanfaatkan secara tepat dan optimal sesuai dengan kebutuhan pengguna. Penelitian ini bertujuan untuk mengeksplorasi hal penting terkait fitur yang dimiliki beserta kelebihan dan kekurangannya dan kedayagunaan aplikasi untuk pengumpulan data pendaftaran tanah. Penelitian dilakukan menggunakan mix methods yang menggabungkan dua bentuk pendekatan, yaitu kualitatif dan kuantitatif melalui wawancara, observasi dan pemberian kuesioner. Hasil penelitian ini 1) Fitur Aplikasi Locus GIS dan Mapit GIS dapat dimanfaatkan untuk pengumpulan data pertanahan dengan pertimbangan kelebihan dan kekurangan masing-masing; 2) Hasil evaluasi uji kedayagunaan kedua aplikasi untuk pengumpulan data pertanahan sesuai  standar ISO/IEC 9126-1 dan  ISO/IEC 9126-4 menunjukkan hasil dengan penilaian “Baik” dan kategori “Sangat Efektif”.Kata Kunci: Efektivitas, Locus GIS, Mapit GIS, PTSL.


EAD em FOCO ◽  
2018 ◽  
Vol 8 (1) ◽  
Author(s):  
Emmanuele Maria Correia Costa ◽  
Cleide Jane de Sá Araújo Costa

O estudo investiga contribuições do plano de tutoria para a prática do tutor na UAB/EaD de um curso da Universidade Federal de Alagoas, com objetivo de analisar a efetividade dos planos de tutoria na ação do tutor e se eles são instrumentos de suporte que auxiliam no processo de aprendizagem dos estudantes da EaD. É um estudo de caso de natureza qualitativa com finalidade de perceber a prática do tutor a partir do uso dos planos de tutoria que auxiliam no processo de aprendizagem dos estudantes. Para a coleta de dados, realizou-se pesquisa bibliográfica com base no Guia do Tutor da Coordenadoria Institucional de Educação a Distância da Ufal, análise dos planos de tutoria e aplicação de questionário com tutores. O problema referiu-se às contribuições do plano de tutoria para a prática pedagógica do tutor no processo de aprendizagem na sala de aula virtual. Os resultados apontam que os planos de tutoria são efetivos na ação docente do tutor e são instrumentos de suporte que contribuem para o processo de ensino e aprendizagem desde que respeitem os elementos mínimos considerados essenciais pela Coordenadoria Institucional de Educação a Distância (Cied), estejam descritos de forma clara e objetiva e ser socializados entre os tutores, com vistas a favorecer uma efetiva ação docente.Palavras-chave: Plano de tutoria, Tutoria, Planejamento, Aprendizagem. The Use of the Tutoring Plan in the Online Tutor's Teaching Practice at the Open University in BrazilAbstractThe study investigates contributions of the tutoring plan in the tutor practice at the OUB/DE of a course at the Federal University of Alagoas with the objective of analyzing the effectiveness of the tutoring plans in the tutor's action and whether they are support tools that help in the learning process of the students of the DE. It is a case study of a qualitative nature with the purpose of perceiving the practice of the tutor from the use of the mentoring plans that aid in the learning process of the students. For data collection, a bibliographic research was carried out based on the Tutor's Guide to the Institutional Coordination of Distance Education of UFAL, the analysis of the tutoring plans and the application of a questionnaire with tutors. The problem was: What are the contributions of the tutoring plan to the pedagogical practice of the tutor in the learning process in the virtual classroom? The results show that tutoring plans are effective in the tutor's teaching action and are support tools that contribute to the teaching and learning process, as long as they respect the minimum elements considered essential by the Institutional Coordination of Distance Education (ICDE) and are described in a clear and objective way, to be shared among the tutors, in order to favor an effective teaching action.Keywords: Tutoring plan, Mentoring, Planning, Learning.


Author(s):  
Edith Lovos

ABSTRACTThis article presents the results obtained and conclusions reached through the implementation of a strategy of teaching and learning, designed for the development of the laboratory activities for a first programming course. The same is based on the application of the collaborative work using a development environment, which combines some functionality provided by the learning management system, Moodle and a module that integrates the same, called Virtual Programming Lab (VPL). Future professionals in computer science by its specificity labor, will include and use the so-called information and communication technologies (ICT). Likewise, in the professional practice, the activity of software development, requires teamwork and collaboration. By all this, it is necessary to consider these requirements in the training of students of computer science, from the beginning of their training.RESUMENEn este artículo se presentan los resultados obtenidos y conclusiones alcanzadas a través de la implementación de una estrategia de enseñanza y aprendizaje, diseñada para el desarrollo de las actividades de laboratorio de un primer curso de programación. La misma se basa en la aplicación del trabajo colaborativo usando un entorno de desarrollo, que combina algunas funcionalidades provistas por el entorno Moodle y un módulo que se integra al mismo, llamado Virtual Program-ming Lab (VPL). Los futuros profesionales de Sistemas, por su especificidad laboral, incluirán y utilizarán las denominadas tecnologías de la información y la comunicación (TIC). Así mismo, en el ejercicio profesional, la actividad de desarrollo del software, requiere del trabajo en equipo y en colaboración. Por todo esto, resulta necesario contemplar estos requerimientos en la formación de los alumnos de sistemas, desde los inicios de su formación. Contacto principal: [email protected]


2021 ◽  
Vol 11 (2) ◽  
pp. 46
Author(s):  
Selçuk Alkan ◽  
Ebru Korkmaz

In this study, the design and educational aspects of digital games on Steam (Digital Game Sales Platform) were examined. Case study, one of the qualitative research methods, was used in the research. Universal design model and principles, educational and game mechanics were used in the analysis of the games. The games were analyzed using the Deconstructing method. In parallel with the findings obtained, it is seen that game mechanics are more various than learning mechanics in games. Also in game designs, it is considered that entertainment is more important than educational use. It was determined that question-answer mechanics are used more frequently among learning mechanics in games. One reason for this may be the ease of construction of question-answer mechanics. The main goal is to establish an interaction between education and game mechanics. In addition, it was defined that another important mechanic used in games is "instant feedback". In addition, in line with the findings, it was detected that in-game rules, levels and awards facilitate learning and increase motivation.


Author(s):  
Sam Chu ◽  
Queenie Tang ◽  
Ken Chow ◽  
Shek-kan Tse

This case study investigates into the role of the school librarians and their collaboration with other subject teachers in guiding primary four (P4) students through inquiry-based learning (IBL) group projects. To maximize the learning supports that students can get from doing the projects, the researchers of this study promote a close partnership between the school librarian and three other kinds of teachers (General Studies, Chinese, and Information Technology / IT) who can contribute to P4 General Studies’ group projects. The study tries to understand: (1). the effectiveness of the librarian-teacher partnership approach in helping students to learn from their project works, and (2). the issues and challenges encountered by students and teachers in the process of implementing such teaching and learning model.


Author(s):  
Jiuguang Feng ◽  
Liyan Song

Various advantages of Multi User Virtual Environment (MUVE) have been identified in literature. However, MUVEs have not been widely adopted in educational settings due to technical and pedagogical challenges. This chapter discusses a qualitative case study that examines how Second Life, as a MUVE, was diffused on a university campus. Both instructors and students’ perspectives were examined using interviews, observations, and survey data collection methods. The theory of diffusion of innovation was used as a theoretical framework in both the design of the study and the analysis of the data. The findings from the study indicate that although the future application of MUVE can be promising, various challenges exist for instructors to adopt Second Life in their instruction.


2020 ◽  
Vol 9 (3) ◽  
pp. 98 ◽  
Author(s):  
Mukhneri Mukhtar ◽  
Sudarmi Sudarmi ◽  
Mochamad Wahyudi ◽  
Burmansah Burmansah

The purpose of this study is to express the experiences, ideas, needs, and the use of information technology for the development of management information systems in a higher education institution. This study is qualitative approach research using the case study method. The research data collection uses the techniques of observation, interview, and documentation study. The research procedure used in this research consists of several research steps utilizing the case study method of Robert K. Yin: research planning, research design, research preparation, research data collection, research data analysis, and doing the research report. The research analysis is done by pattern matching. The data validity testing through data source triangulation and technique triangulation. The result of the study presents: (1) the analysis of management information system based on tacit and explicit knowledge through the process of exchanging experience, idea, and initiative, (2) the management information system design based on the needs analysis, and (3) the development of management information system using information technology.


Sign in / Sign up

Export Citation Format

Share Document