Authors:
André Campos
1
;
Alberto Signoretti
2
and
Mário Rodrigues
3
Affiliations:
1
Federal University of RN - UFRN, Brazil
;
2
State University of RN - UERN, Brazil
;
3
University of Aveiro - UA, Portugal
Keyword(s):
Computational Thinking, Storytelling, Digital Interactive Book, Computer Science Education.
Related
Ontology
Subjects/Areas/Topics:
Authoring Tools and Content Development
;
Computer-Supported Education
;
e-Learning
;
e-Learning Platforms
;
Information Technologies Supporting Learning
;
Simulation and Modeling
;
Simulation Tools and Platforms
Abstract:
In the past years, there was a growing interest in teaching computational thinking in elementary and high
school institutions. Although the idea is spread and well accepted among academics, it has been rarely put
in practice in the classrooms. Currently, when a programming-related activity is offered, with some few exceptions,
it is usually presented as an extra-curricular (optional) activity. However, it does not need to be
disassociated from the common school curriculum. The present work is based on the idea that programming
logic can be used transversally with different subjects, such as history, geography, science, literacy, mathematics,
among others. The authors envisage to accomplish this goal by enabling programming as a supporting tool
for teachers and students, allowing them to create digital interactive books. The tool, named piBook, has its
main focus in the production of interactive storytelling using non-linear narratives. Besides, it is also possible
to create
textual games (such as role-playing games), interactive activities (such as quizzes), tutorials, chatbots
and similar applications.
(More)