Inclusão digital através de encontros lúdicos para o estímulo do pensamento computacional

Authors

  • Anelise Lemke Kologeski IFRS Campus Osório
  • Vithória da Silveira Batista

DOI:

https://doi.org/10.35819/tear.v8.n2.a3588

Abstract

Digital Inclusion through of Playful Workshops to Encourage Computational Thinking

Abstract: This initiative arises from the need to improve the educational rates observed in recent years, especially those reported by the Instituto Brasileiro de Geografia e Estatística (IBGE) and by the Índice de Desenvolvimento da Educação Básica (IDEB). This paper presents an experience developed with the school community, with the offer of playful workshops to stimulate computational thinking. The methodology of the workshops consists basically of dynamic alternatives to the traditional classroom teaching, promoting playful moments for the participants through the use of games and digital resources, in order to promote the digital inclusion for students of the final grades of elementary school in public schools of the North Coast region of the Rio Grande do Sul State. The activities are developed with information technology resources, in two stages: with the use of digital games through free platforms, and with the use of unplugged computing, thus enabling the schools to attend regardless of the available technological resources, as a computer lab, for example. In the meetings, playful games are used, stimulating participants' learning based on the basic principles of programming, which are essential for living in society today. In 2019, 200 participants were attended. The results shown that the experience provided improvements of up to 48% in the participants 'comprehension of statements, as well as increasing the students' interest in technology, promoting integral and citizen education, providing opportunities for creative and meaningful learning.

Keywords: Playful Workshops. Digital Inclusion. Computational Thinking.

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Published

2019-12-04

How to Cite

Inclusão digital através de encontros lúdicos para o estímulo do pensamento computacional. #Tear: Journal of Education, Science and Technology, Canoas, v. 8, n. 2, 2019. DOI: 10.35819/tear.v8.n2.a3588. Disponível em: https://periodicos.ifrs.edu.br/index.php/tear/article/view/3588. Acesso em: 3 jul. 2026.