Lázaro V. O. Lima, Cristiana Araújo, L. Magalhães, P. Henriques
{"title":"用增强现实训练计算思维","authors":"Lázaro V. O. Lima, Cristiana Araújo, L. Magalhães, P. Henriques","doi":"10.33965/icedutech2020_202002d019","DOIUrl":null,"url":null,"abstract":"To overcome the difficulties of teaching Computer Programming, felt by teachers and students, an increasingly bigger community of researchers in Computer Science is claiming for the importance of preparing students, since very early (primary school), to acquire Computational Thinking skills; in that way the interpretation and design of algorithms/programs will become much easier. However, the development of Computational Thinking requires the creation and use of appropriate Learning Resources. The pragmatics shows that a person only acquires a new way of thinking or a new way of behaving if he is trained with the appropriate devices. First of all, in the paper, we will discuss how an ontology can be used to specify what is involved in Computer Programming and how these concepts and Computational Thinking concepts are related. We believe that this formal description will guide the choice of convenient Learning Resources. In that context, we intend to investigate the impact of Augmented Reality on them. After the ontological approach, the paper will focus on the process of shaping Computational Thinking through Augmented Reality. We aim at creating AR-based Learning Resource in an attractive way to improve fundamental skills on young students.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"TRAINING THE COMPUTATIONAL THINKING WITH AUGMENTED REALITY\",\"authors\":\"Lázaro V. O. Lima, Cristiana Araújo, L. Magalhães, P. Henriques\",\"doi\":\"10.33965/icedutech2020_202002d019\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"To overcome the difficulties of teaching Computer Programming, felt by teachers and students, an increasingly bigger community of researchers in Computer Science is claiming for the importance of preparing students, since very early (primary school), to acquire Computational Thinking skills; in that way the interpretation and design of algorithms/programs will become much easier. However, the development of Computational Thinking requires the creation and use of appropriate Learning Resources. The pragmatics shows that a person only acquires a new way of thinking or a new way of behaving if he is trained with the appropriate devices. First of all, in the paper, we will discuss how an ontology can be used to specify what is involved in Computer Programming and how these concepts and Computational Thinking concepts are related. We believe that this formal description will guide the choice of convenient Learning Resources. In that context, we intend to investigate the impact of Augmented Reality on them. After the ontological approach, the paper will focus on the process of shaping Computational Thinking through Augmented Reality. We aim at creating AR-based Learning Resource in an attractive way to improve fundamental skills on young students.\",\"PeriodicalId\":109909,\"journal\":{\"name\":\"Proceedings of the 7th International Conference on Educational Technologies 2020\",\"volume\":\"10 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-02-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 7th International Conference on Educational Technologies 2020\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.33965/icedutech2020_202002d019\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 7th International Conference on Educational Technologies 2020","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33965/icedutech2020_202002d019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
TRAINING THE COMPUTATIONAL THINKING WITH AUGMENTED REALITY
To overcome the difficulties of teaching Computer Programming, felt by teachers and students, an increasingly bigger community of researchers in Computer Science is claiming for the importance of preparing students, since very early (primary school), to acquire Computational Thinking skills; in that way the interpretation and design of algorithms/programs will become much easier. However, the development of Computational Thinking requires the creation and use of appropriate Learning Resources. The pragmatics shows that a person only acquires a new way of thinking or a new way of behaving if he is trained with the appropriate devices. First of all, in the paper, we will discuss how an ontology can be used to specify what is involved in Computer Programming and how these concepts and Computational Thinking concepts are related. We believe that this formal description will guide the choice of convenient Learning Resources. In that context, we intend to investigate the impact of Augmented Reality on them. After the ontological approach, the paper will focus on the process of shaping Computational Thinking through Augmented Reality. We aim at creating AR-based Learning Resource in an attractive way to improve fundamental skills on young students.