scholarly journals Arduino: uma proposta para o ensino Introdutório de programação C/C++

2021 ◽  
Vol 3 (4) ◽  
pp. 2288-2296
Author(s):  
Allison Lopes De Oliveira ◽  
Willian Antonio Gonçalves ◽  
Raphael Magalhães Hoed

RESUMO Este artigo apresenta uma proposta diferenciada de uma nova metodologia de ensino, apoiada por ferramentas computacionais que podem contribuir para a melhoria do aprendizado dos alunos do Curso Técnico em Informática do Instituto Federal do Norte de Minas Gerais (IFNMG), Campus Arinos. As dificuldades encontradas pelos alunos na elaboração de um raciocínio estruturado para a solução de um problema computacional, de compreensão de conceitos, e a complexidade dos ambientes de desenvolvimento são, frequentemente, obstáculos ao aprendizado. Tais problemas podem ser amenizados pelo uso didático de novas plataformas, construídas para facilitar à aprendizagem pela experimentação. Com o intuito de tornar as aulas atrativas, objetivas e com o foco no aluno, pretende-se aplicar a Plataforma Arduino que é uma excelente ferramenta para o ensino de conceitos de Lógica de Programação, além de ser um vasto repositório de recursos para experimentação prática, e um laboratório de baixo custo para testes de programas em C/C++. O Arduino une essas ferramentas, resultando num ambiente de aprendizado fácil, com recursos de interfaceamento para sensores e atuadores. A aplicação coordenada do Arduino, no contexto da disciplina Algoritmos, pode conduzir o aluno a um aprendizado facilitado, consistente e voltado a aplicações práticas.   ABSTRACT This article presents a differentiated proposal of a new teaching methodology, supported by computational tools that can contribute to the improvement of the learning process of students of the Technical Course in Computer Science of the Federal Institute of Northern Minas Gerais (IFNMG), Arinos Campus. The difficulties faced by students in developing a structured reasoning to solve a computational problem, understanding concepts, and the complexity of development environments are often obstacles to learning. These problems can be alleviated by the didactic use of new platforms, built to facilitate learning through experimentation. In order to make the classes attractive, objective and student focused, we intend to apply the Arduino platform, which is an excellent tool for teaching Logic Programming concepts, besides being a vast repository of resources for practical experimentation, and a low cost laboratory for testing C/C++ programs. Arduino brings these tools together, resulting in an easy learning environment with interfacing capabilities for sensors and actuators. The coordinated application of Arduino, in the context of the Algorithms course, can lead the student to a facilitated, consistent, and practical learning experience.  

2020 ◽  
Vol 10 (12) ◽  
pp. 353
Author(s):  
Shaya Wolf ◽  
Andrea Carneal Burrows ◽  
Mike Borowczak ◽  
Mason Johnson ◽  
Rafer Cooley ◽  
...  

Research on innovative, integrated outreach programs guided three separate week-long outreach camps held across two summers (2018 and 2019). These camps introduced computer science through real-world applications and hands-on activities, each dealing with cybersecurity principles. The camps utilized low-cost hardware and free software to provide a total of 84 students (aged 10 to 18 years) a unique learning experience. Based on feedback from the 2018 camp, a new pre/post survey was developed to assess changes in participant knowledge and interest. Student participants in the 2019 iteration showed drastic changes in their cybersecurity content recall (33% pre vs. 96% post), cybersecurity concept identification within real-world scenarios, and exhibited an increased ability to recognize potential cybersecurity threats in their every-day lives (22% pre vs. 69% post). Finally, students’ self-reported interest-level before and after the camp show a positive increase across all student participants, with the number of students who where highly interested in cybersecurity more than doubling from 31% pre-camp to 65% post-camp. Implications for educators are large as these activities and experiences can be interwoven into traditional schooling as well as less formal camps as pure computer science or through integrated STEM.


ForScience ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. e00765
Author(s):  
Lúcia Helena Costa Braz ◽  
Lucimar Alves de Almeida ◽  
Caroline Ester Felicíssimo Pinto

O presente trabalho tem como objetivo apresentar um relato de experiência sobre o uso de jogos nas aulas de Matemática, mais especificamente, sobre o uso do Jogo Contig 60 em uma turma do 7º ano do Ensino Fundamental de uma escola pública da cidade de Formiga/MG. A experiência foi resultado de uma proposta de atividade feita na disciplina Laboratório para o Ensino de Matemática do curso de Licenciatura em Matemática do Instituto Federal de Minas Gerais – IFMG, Campus Formiga, no semestre 2019/1. Trata-se da aplicação de um jogo em uma turma da Educação Básica, a fim de oportunizar aos licenciandos uma experiência docente e uma reflexão sobre a prática, tendo por base as discussões realizadas na disciplina acerca do uso de jogos no ensino de Matemática. O jogo em si tinha por objetivo trabalhar as quatro operações básicas, a formulação e resolução de expressões numéricas e o desenvolvimento dos raciocínios lógico e indutivo. Os resultados mostraram que o uso desse jogo em sala de aula possibilitou um trabalho lúdico da Matemática, a participação ativa dos estudantes durante o desenvolvimento da atividade, a socialização entre os colegas, a percepção de uma mudança na postura do docente que, de detentor do conhecimento, passou a mediador da aprendizagem dos alunos (experiência vivenciada pelas pesquisadoras envolvidas na atividade) e o despertar da motivação nos alunos, essencial para a aprendizagem. Palavras-chave: Ensino de matemática. Jogos no ensino de matemática. Contig 60.   The use of the contig 60 game as a teaching resource in mathematics classes: an experience with 7th year students Abstract The present work aims to present an experience report on the use of games in Mathematics classes, more specifically, on the use of the Contig 60 Game in a class of the 7th grade of Elementary School in a public school in the city of Formiga (MG) ). The experience was the result of an activity proposal made in the discipline Laboratory for Teaching Mathematics in the Mathematics Degree course at the Federal Institute of Minas Gerais - IFMG, Campus Formiga, in the semester 2019/1. It is the application of a game in a Basic Education class, in order to provide the undergraduates with a teaching experience and a reflection on the practice, based on the discussions held in the discipline about the use of games in the teaching of Mathematics . The game itself aimed to work on the four basic operations, the formulation and resolution of numerical expressions and the development of logical and inductive reasoning. The results showed that the use of this game in the classroom enabled a playful work in Mathematics, the active participation of students during the development of the activity, socialization among colleagues, the perception of a change in the attitude of the teacher who, knowledge, became a mediator of student learning (experience lived by the researchers involved in the activity) and the awakening of motivation in students, essential for learning. Keywords: Mathematics teaching. Games in the teaching of mathematics. Contig 60.


Author(s):  
Monica Subashini M ◽  
Sreethul Das ◽  
Soumil Heble ◽  
Utkarsh Raj ◽  
R Karthik

<p>About 10% of the world’s workforce is directly dependent on agriculture for income and about 99% of food consumed by humans comes from farming. Agriculture is highly climate dependent and with global warming and rapidly changing weather it has become necessary to closely monitor the environment of growing crops for maximizing output as well as increasing food security while minimizing resource usage. In this study, we developed a low cost system which will monitor the temperature, humidity, light intensity and soil moisture of crops and send it to an online server for storage and analysis, based on this data the system can control actuators to control the growth parameters. The three tier system architecture consists of sensors and actuators on the lower level followed by an 8-bit AVR microcontroller which is used for data acquisition and processing topped by an ESP8266 Wi-Fi module which communicates with the internet server. The system uses relay to control actuators such as pumps to irrigate the fields; online weather data is used to optimize the irrigation cycles. The prototyped system was subject to several tests, the experimental results express the systems reliability and accuracy which accentuate its feasibility in real-world applications.</p>


2019 ◽  
Vol 8 (1) ◽  
pp. 5-16
Author(s):  
Abimbola Oluwatoni Asojo ◽  
Yuliya Kartoshkina ◽  
Babatunde Jaiyeoba ◽  
Dolapo Amole

One of the requirements for interior design students by the Council for Interior Design Accreditation (CIDA) is to be “prepared to work in a variety of contexts as well as across geographic, political, social, environmental, cultural, and economic conditions.” To help with this preparation, faculty partners from two institutions- the University of Minnesota Interior Design and the Architecture Obafemi Awolowo University in Nigeria- created unique learning experiences for their students by using Collaborative Online International Learning (COIL). The main goal of this teaching methodology is to develop students’ cross-cultural competence by linking university classes in different countries. Two COIL projects were chosen to help students practice solving design problems while responding to specific socio-cultural contexts. Students from both countries seemed to greatly benefit from this learning experience. Findings from students’ reflections after the learning experiences indicated deeper intercultural sensitivity in their design solutions and appreciation of technology and collaborative teaching in developing this sensitivity. Overall the framework of COIL strengthened the integration of multicultural learning experiences in both settings.  


2000 ◽  
Author(s):  
Roop L. Mahajan

Abstract MicroElectroMechanical Systems (MEMS) is a developing field which promises to open up new fields of applications in such diverse areas as medical systems, wireless communications and space explorations. They are particularly attractive to the medical community for their consistent reproducibility, high levels of accuracy and reliability, and exceptional stability. This is achieved through silicon micro-fabrication techniques conducive to high volume manufacturing at a low cost.


Author(s):  
Joel S. Mtebe ◽  
Mussa M. Kissaka

The quality of computer science education in higher education in Sub-Saharan Africa is reported to be poor. This is due to acute shortage of well-trained faculty members, irrelevant and outdated curricula, and poor teaching methodology. Although several interventions exist to improve the quality of computer science education in the region, there have not yet been many attempts to systematically adapt and integrate Massive Open Online Courses (MOOCs) in computer science education. This chapter presents approaches that can be used by faculty members to adapt and integrate MOOCs in order to enhance the quality of computer science education. These approaches are the first steps towards helping faculty members and institutions in Sub-Saharan Africa to utilize the potential of MOOCs to improve the quality of computer science education and to equip students with employable skills for both local and international IT industry.


2019 ◽  
Vol 26 (1) ◽  
pp. 13-23 ◽  
Author(s):  
Denisse Roca-Servat ◽  
Polina Golovátina-Mora

This article revisits a co-learning experience of a graduate course on the political ecology of water at the Master’s program in Development Studies in a Colombian private university which employed a thinking with water teaching methodology based on the ontological-epistemological-methodological unity. Water as a nearly universal solvent not only conditions life on the planet but also defines human imaginary. The physical characteristics of water such as its fluidity, plasticity, and conductivity enable a multidimensional, nonlineal, and relational thought. Because of its universal familiarity and its indispensability for life, water offers intuitive ways of knowing. The revision of the class experience showed that the materiality of water affects the dynamic of the course. It supports the idea of the performativity (Barad) of our knowledge about Self and the world. Spontaneous and resistant, water clears hidden, silenced, or ignored meanings of both social and environmental relations and, so, stimulates critical self-reflection, catalyzes social change, and promotes social justice.


Sensors ◽  
2019 ◽  
Vol 19 (17) ◽  
pp. 3643 ◽  
Author(s):  
Abba ◽  
Namkusong ◽  
Lee ◽  
Crespo

Irrigation systems are becoming increasingly important, owing to the increase in human population, global warming, and food demand. This study aims to design a low-cost autonomous sensor interface to automate the monitoring and control of irrigation systems in remote locations, and to optimize water use for irrigation farming. An internet of things-based irrigation monitoring and control system, employing sensors and actuators, is designed to facilitate the autonomous supply of adequate water from a reservoir to domestic crops in a smart irrigation systems. System development lifecycle and waterfall model design methodologies have been employed in the development paradigm. The Proteus 8.5 design suite, Arduino integrated design environment, and embedded C programming language are commonly used to develop and implement a real working prototype. A pumping mechanism has been used to supply the water required by the soil. The prototype provides power supply, sensing, monitoring and control, and internet connectivity capabilities. Experimental and simulation results demonstrate the flexibility and practical applicability of the proposed system, and are of paramount importance, not only to farmers, but also for the expansion of economic activity. Furthermore, this system reduces the high level of supervision required to supply irrigation water, enabling remote monitoring and control.


Author(s):  
Niels Boye

Pervasive healthcare is a vision for the future of healthcare. Healthcare provisions can be delivered with high quality at low cost along with higher patient-experienced quality and satisfaction as a service on top of a pervasive computing infrastructure, which can be built by integrating communicating computerpower into industrial products and fixed structures in urban and rural spaces. For pervasive healthcare, integration with on body networks sensors and actuators may also be needed. This chapter discusses the prerequisites of this vision from a point of a healthcare professional. A number of parallel advances in concepts have to take place before pervasive healthcare (PH) is matured into a general method for delivering healthcare provisions. The contemporary, most widespread model of healthcare provisions as industrial products with consumer-goods characteristics has to mature into the concepts of welfare economics. New market models have to be developed for PH to pervade society and add value to the health aspects of an individual’s life. Ethical and legal aspects must also be further matured. Maturation of technology is needed. This includes all the components of the “pervasive loop” from sensors to the central intelligence back to the actuators. The “virtual patient/healthy human” as an operational digital representation of the “object/subject of care” also has to be developed. Pervasive healthcare (or the European Union term: ambient assisted living) is a promising field, that has potential to integrate health considerations and health promoting activities for patients and non-patients in their everyday conduct and provide added value to life quality for individuals.


Author(s):  
Chris Houser ◽  
Patricia Thornton

Mobile devices such as laptop computers, PDAs (personal digital assistants), and cell phones offer many features useful for learning both inside and outside classrooms. These devices offer access to Web pages and e-mail, and provide other functions such as textual noting and video cameras. They promise a single, easily learned device that can be useful in a variety of educational settings. When used appropriately, these devices can enrich the learning experience by connecting learners with each other, their environment, and with information providers. They can enable collaborative problem solving by providing easy face-to-face sharing of data through IR (infrared) beaming or distance sharing through e-mail and Web interfaces. For learners who require repetitive practice for skills development, mobile devices offer a personal tool that can be used anytime, anywhere for quick review. Because of their low cost and ease of use, mobile devices have the potential to bring the power of a computer to every learner.


Sign in / Sign up

Export Citation Format

Share Document