Creare il giocatore computerizzato: un approccio collaborativo e coinvolgente per introdurre il pensiero computazionale combinando attività ‘unplugged’ e programmazione visiva

Contenuto principale dell'articolo

Anna Gardeli
Spyros Vosinakis

Abstract

Molte ricerche in corso si occupano di come progettare efficacemente corsi, pratiche e interventi didattici volti a migliorare l’efficienza dei corsi di informatica e di programmazione per la scuola. La tendenza è verso un approccio all’apprendimento costruttivista e orientato alla soluzione di problemi. Il pensiero computazionale, che fa riferimento alla formulazione e risoluzione di problemi in una forma che possa essere efficacemente elaborata da un computer, sollecita un’importante sfida educativa. La nostra ricerca mira ad esplorare modi possibili di arricchire l’insegnamento dell’informatica che si focalizzi sullo sviluppo del pensiero computazionale. Abbiamo preparato e valutato un intervento didattico per introdurre alla programmazione ragazzi dai 10 ai 14 anni. Gli studenti lavorano in gruppo a programmare il comportamento del giocatore computerizzato per un gioco a loro ben noto. Il processo di programmazione è suddiviso in due parti: gli studenti progettano una versione di alto livello del loro algoritmo durante una fase “unplugged” con carta e matita, per poi codificare la loro soluzione in un ambiente di programmazione visiva. Dalla valutazione dell’intervento sono emersi risultati incoraggianti sul valore educativo e motivazionale dell’approccio proposto.

Dettagli dell'articolo

Sezione
Articoli - Numero speciale

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