APRENDENDO PROGRAMAÇÃO DE COMPUTADORES COM EXPERIÊNCIAS LÚDICAS

Adilson Vahldick, Mauro Marcelo Mattos

Abstract


In an educational perspective, teachers can beconsidered as learning facilitators. In this case, learning isan active process on which teachers adapts their teachingmodel based on student responses. This paper describes theexperience in adopting a game metaphor in teaching anintroductory computer programming discipline to motivatestudents. The metaphor is supported by a tool named Furbot.This paper presents the framework and the experience inadopting it in programming classes.

 

 

Index Terms - Learning computer programming; Game programming; Teaching Java.


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This work is licensed under a Creative Commons Attribution 3.0 License.

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ISSN 2317-4145

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