didactic material used in the discipline of Program-
ming Logic of the referred course. The functionali-
ties were elicited from the data obtained in the applied
questionnaires and from the analysis of platforms and
environments for the teaching of programming that
were indicated by the students, such as Codecademy
and Khan Academy. The research team experience
as course mediators and teachers was also a source of
inspiration for the environment requirements.
The resource was developed and integrated in the
didactic material that allows the student in program-
ming exercises, using a high level programming lan-
guage that uses commands written in their mother lan-
guage and submit their answers as “programs” that
are evaluated through an automated process.
By including an automated evaluation process in-
tegrated with the didactic material of our technical
courses, our development turned this material into a
interactive and more attractive one. This interactivity
includes automated correction of algorithms and a full
access to evaluation results to the students, who will
be more effective in deciding its learning timing.
2 BACKGROUND
E-learning refers only to teaching modalities whose
learning is not linked to the physical presence of the
students, and the didactic content is made available
through various communication vehicles, such as the
postal and broadcasting system, and television. Some
authors (Piva-Junior et al., 2011) argue that one of
the great problems of this modality is the difficulty
of students to interact in the learning process. This
limits the exchange of experiences between them, as
well as the difficulty of solving doubts with teachers
or other colleagues because of the limitations of one-
way communication of the first mass media.
Used successfully in on-line education processes,
virtual learning environments that provide activities
with automatic correction and feedback are often
used. The elaboration of well-structured tasks can
lead the student to make questions and consequently
discoveries, promoting the students’ conduction to
deeper levels of learning. The automatic feedback
offers the students a quick access to the expected re-
sponse for the exercises he answered and allows a bet-
ter planning of his evolution in the course.
The contents are presented through the didactic
material, that is the instrument that should guaran-
tee the “dialogue” between the teacher and the stu-
dent (Preti, 2009). Thus, there is a clear and ulti-
mate need for this material to be as interesting and
attractive as possible, becoming a positive mediator
between teaching and learning.
The E-learning class should aim for activity-
centered learning and interactivity that encour-
age knowledge building and problem-solving (Preti,
2009). The construction of teaching tools that aid
programming teaching should have clear and precise
learning objectives, with a language whose form and
meaning are clear and contextualized, associated with
a well-articulated information architecture.
In (Belloni, 2003), the author argues that the main
characteristic of the Digital Information and Com-
munication Technologies (DICT) is the interactivity,
technical characteristic that means the possibility of
the user interacting with a machine. In this sense, in-
teraction refers to the action between subjects, medi-
ated or not by a technology.
It is noteworthy that in E-learning, the teacher
does not go along with the class. Therefore, he is un-
able to explain again and to look at the student and
realize that he did not understand the subject. This
aspect of teaching ratifies even more the importance
of having the maximum possible interaction between
the student and the didactic material made available.
This emphasizes the relevance of didactic mate-
rial in E-learning, because in face-to-face teaching the
materials complement the direct action of the teacher.
In E-learning, the integration and complementarity of
the materials used to establish the effectiveness of the
student’s link with knowledge. However, as a mat-
ter of fact, the teaching material does not replace the
teacher (Possolli and de Quadros Cury, 2009).
In (Possolli and de Quadros Cury, 2009), the au-
thors list four main characteristics that can be identi-
fied as essential for E-learning materials. Essentially,
such material should be interactive, dialogic, multi-
media and they should stimulate learner autonomy.
In this way, it is verified that the E-learning didactic
material must maintain a contextualization with the
content, stimulate the action and the thought of the
learner so that it can construct meanings in its learning
process, besides fomenting the search for autonomy.
3 THE CONTEXT OF COURSE
The technical courses offered by the Metropole Digi-
tal Institute are structured in 4 modules: Basic, Inter-
mediate, Advanced and Integrator. All incoming stu-
dents must take the basic module, common to all em-
phases. At the end of the basic module, the students
who succeed must chose one of the available em-
phases: Industrial Automation, Electronics, Internet
Programming, Programming of Digital Games and
Computer Networks.
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