Diseño de un sistema interactivo como herramienta pedagógica para el desarrollo del pensamiento computacional en niños de 9 a 10 años en el aula regular

Computational Thinking involves a set of thoughts, such as: logical-mathematical, algorithmic, analytical, abstract and divergent, which allows the development of skills for efficient problem solving by means of abstraction and analysis of them. This skill can be applied in different areas of knowle...

Full description

Autores:
Sandoval Rodríguez, Diana Fernanda
Lara Arizabaleta, María Juliana
Tipo de recurso:
Fecha de publicación:
2018
Institución:
Universidad de San Buenaventura
Repositorio:
Repositorio USB
Idioma:
spa
OAI Identifier:
oai:bibliotecadigital.usb.edu.co:10819/7431
Acceso en línea:
http://hdl.handle.net/10819/7431
Palabra clave:
Pensamiento computacional
Sistemas interactivos
Computational thinking
Interactive systems
Interacción hombre - Computador
Sistemas interactivos de computador
Aplicaciones informáticas
Rights
License
Atribución-NoComercial-SinDerivadas 2.5 Colombia
Description
Summary:Computational Thinking involves a set of thoughts, such as: logical-mathematical, algorithmic, analytical, abstract and divergent, which allows the development of skills for efficient problem solving by means of abstraction and analysis of them. This skill can be applied in different areas of knowledge such as, sciences, engineering, electronics and mathematics. It can also be applied in various aspects of our daily life. The study is carried out with children from 9 to 10 years of age of the educational institutions Colegio Franciscano de Pio XII and Institución Educativa Maria Perlaza, where through interviews with teachers in the area of computer science and also tests applied to children which allows to identify fundamental elements, for the design of a functional prototype consisting of hardware and software. This prototype allows for the development of computational thinking skills in a fun way and free of code. The software is equivalent to a game with the thematic of pirates where the user must build the sequence of steps that the character must perform to reach his goal, in the game the competences of proposing efficient and short solutions are measured and rewarded, as well as the ability of analysis at the moment of solving puzzles in the game. The hardware was designed as a keyboard, in the shape of a boat taking into account the theme of the game in a scenario of pirates, where through this physical interface the child manages to control the game.