Programming Classes during the Pandemic: Winning the Distance Challenge

Authors

DOI:

https://doi.org/10.5902/2448190467950

Keywords:

Programação, Aulas Online, Pandemia, Python, Aulas Virtuais

Abstract

This paper describes the challenges and found solutions in the proffer of programming classes to 13 to 15 years old juveniles, based on an applied project by PET BCC. The main goal was to teach and present the algorithm thinking to kids, in a contemporary and attractive way. The project presented the teaching of Python and used online platforms like Scratch and Replit, using different ways of non-presential evaluation. The classes happened during the year of 2021, having, as main scenery, the coronavirus pandemic.

Downloads

Download data is not yet available.

References

Spizzirri, R. C. P., Wagner, A., Mosmann, C. P., & Armani, A. B. (2017). Adolescência conectada: Mapeando o uso da internet em jovens internautas. Psicologia Argumento, 30(69).

Britannica, The Editors of Encyclopaedia. "algorithm". Encyclopedia Britannica, 6 May. 2021, https://www.britannica.com/science/algorithm. Accessed 19 September 2021.

Fogaça, P. C., Arossi, G. A., & Hirdes, A. (2021). Impacto do isolamento social ocasionado pela pandemia COVID-19 sobre a saúde mental da população em geral: Uma revisão integrativa. Research, Society and Development, 10(4), e52010414411-e52010414411.

Marji, M. (2014). Learn to program with Scratch: A visual introduction to programming with games, art, science, and math. No Starch Press.

Briggs, J. R. (2013). Python for kids: A playful introduction to programming. no starch press. Passarelli, B. (2020). Jovens brasileiros em conectividade contínua: estudos e tendências.

Juventude e Políticas Públicas [Internet]. 27o de janeiro de, 2, 1-16.

de Jesus Oliveira, K. E., de Magalhães Porto, C., & Alves, A. L. (2019). Memes de redes sociais digitais enquanto objetos de aprendizagem na Cibercultura: da viralização à educação. Acta Scientiarum. Education, 41, e42469-e42469.

Sato, D. T., Corbucci, H., and Bravo, M. V. (2014). Coding dojo: An environment for learning and sharing agile practices. In Agile Conference, pages 459–464. IEEE.

Junior, J. B. B. (2017). O aplicativo Kahoot na educação: verificando os conhecimentos dos alunos em tempo real. In Livro de atas X Conferência Internacional de TIC na Educação–Clallenges (pp. 1587-1602).

Baibak, T., & Agrawal, R. (2007, June). Programming games to learn algorithms. In 2007 Annual Conference & Exposition (pp. 12-1191).

Published

2021-11-17

How to Cite

Manso, A. P., Maia, L. C., Cidreira, A. M., Ferreira e Silva, I. M. H., Bezerra, M. T., & Bueno, R. (2021). Programming Classes during the Pandemic: Winning the Distance Challenge. Revista ComInG - Communications and Innovations Gazette, 5(3), 125–132. https://doi.org/10.5902/2448190467950

Most read articles by the same author(s)