Cicero Gonçalves dos Santos, Raquel M. de C. T. Figueiredo, M.A.S.N. Nunes, Icaro D. Silva, E. M. Salgueiro, Marianne Batista Diniz da Silva
{"title":"Popularization of Computer Science: The Production of Educational Subjectis for Histories in Comic Books","authors":"Cicero Gonçalves dos Santos, Raquel M. de C. T. Figueiredo, M.A.S.N. Nunes, Icaro D. Silva, E. M. Salgueiro, Marianne Batista Diniz da Silva","doi":"10.1109/LACLO.2018.00078","DOIUrl":null,"url":null,"abstract":"The popularization of science consists in the generalization of scientific knowledge to society, adapting complex texts and making them accessible to the target audience. Among the advantages of this process are the attraction of new adepts to the area, the capacity to awaken new vocations, and the ability to make the public more receptive and apt for new experiences. In this way, the use of comics as tools of popularization is very promising. Among the greatest qualities of this procedure of simplification of scientific concepts are the receptivity of the juvenile public and the ease of reading. This article aims to present the steps for the development of educational scenarios for comics about Computer Science, considering the experiences acquired by the authors in the production of plots for the educational comics allowed the identification of the best steps their elaboration. These steps were mapped in stages, aiming to assist the community in the production and elaboration of educational scenarios. These steps are aimed at helping the development of the plots in a mature way for any area of teaching, so it is possible to guarantee that, independently of the target audience or subject matter, the storyline can reach its goal in introducing knowledge to the reader.","PeriodicalId":340408,"journal":{"name":"2018 XIII Latin American Conference on Learning Technologies (LACLO)","volume":"44 3","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 XIII Latin American Conference on Learning Technologies (LACLO)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/LACLO.2018.00078","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
The popularization of science consists in the generalization of scientific knowledge to society, adapting complex texts and making them accessible to the target audience. Among the advantages of this process are the attraction of new adepts to the area, the capacity to awaken new vocations, and the ability to make the public more receptive and apt for new experiences. In this way, the use of comics as tools of popularization is very promising. Among the greatest qualities of this procedure of simplification of scientific concepts are the receptivity of the juvenile public and the ease of reading. This article aims to present the steps for the development of educational scenarios for comics about Computer Science, considering the experiences acquired by the authors in the production of plots for the educational comics allowed the identification of the best steps their elaboration. These steps were mapped in stages, aiming to assist the community in the production and elaboration of educational scenarios. These steps are aimed at helping the development of the plots in a mature way for any area of teaching, so it is possible to guarantee that, independently of the target audience or subject matter, the storyline can reach its goal in introducing knowledge to the reader.