Unplugged Memory: A Report of an Unplugged Activity in High School
Education with a Technical Specialization in Brazil
Pedro Clarindo da Silva Neto
a
, Arthur Octavio Confessor
b
, Suellen Lages
c
,
Jo
˜
ao Paulo Delgado Preti
d
, Tiago de Alameida Lacerda
e
and Thiessa Esteves Leite
f
Instituto Federal de Educac¸
˜
ao, Ci
ˆ
encia e Tecnologia de Mato Grosso,
Campus Cuiab
´
a - Cel. Octayde Jorge da Silva, Rua Zulmira Canavarros, 95 - Centro, Cuiab
´
a, Brazil
pedro.neto@ifmt.edu.br, {arthur.confessor, suellen.lages, thiessa.esteves}@estudante.ifmt.edu.br,
Keywords:
Unplugged Computing, Computational Thinking, High School Education, Unplugged Memory.
Abstract:
Courses such as Algorithms and Programming Language face significant challenges in High School technical
education in Brazil due to the high levels of abstraction required, leading to low grades, high repetition, and
dropout rates. To address these issues, unplugged activities were implemented in the Programming Funda-
mentals course to foster Computational Thinking concepts: decomposition, pattern recognition, abstraction,
and algorithm design. These activities included the creation of board games designed to simplify complex top-
ics such as dynamic memory allocation and pointers. By breaking down abstract concepts into tangible and
playful activities, students demonstrated greater engagement and reduced learning barriers. The feedback of
the students indicated high satisfaction with the approach, highlighting its potential to bridge the gap between
foundational and advanced technical concepts. This paper introduces Unplugged Computing as a practical
strategy for improving the teaching-learning process in Programming Fundamentals during the year 2023.
1 INTRODUCTION
Dropout rates in Brazilian technical education are no-
tably high, particularly in subjects such as program-
ming fundamentals, where students face significant
abstraction challenges. According to (Brackmann,
2017), (Giraffa and Mora, 2013), and (Rodrigues
et al., 2015), introductory programming topics such
as Algorithms, Programming Logic, or Fundamen-
tals of Programming contribute significantly to fail-
ures and retention, as they are prerequisites for sub-
sequent courses. This, in turn, exacerbates dropout
rates, as illustrated by data from the Basic Education
School Census (INEP, 2023).
Although enrollment in high school technical pro-
grams has increased by 32. 2% in the past five years
(Figure 1), dropout rates remain a significant prob-
lem (Figure 2). According to the most recent data
a
https://orcid.org/0000-0002-4195-624X
b
https://orcid.org/0009-0009-0784-3661
c
https://orcid.org/0009-0002-5350-1629
d
https://orcid.org/0009-0002-2808-2311
e
https://orcid.org/0009-0002-0689-1783
f
https://orcid.org/0009-0009-5872-0012
Figure 1: Number of Enrollments in High School Education
(Total, Integrated, and Not Integrated with Professional Ed-
ucation).
from 2019, a rising trend of dropouts—defined as stu-
dents ceasing to attend classes for an entire academic
year—has been observed, particularly in federal insti-
tutions. Factors such as academic under performance
and the challenges of transitioning to a full-time tech-
nical education environment with higher expectations
contribute to this problem (da Silva, 2020).
To address these challenges, innovative teaching
methodologies are essential. Previous studies have
shown that active learning strategies and tools such
Neto, P. C. S., Confessor, A. O., Lages, S., Preti, J. P. D., Lacerda, T. A. and Leite, T. E.
Unplugged Memory: A Report of an Unplugged Activity in High School Education with a Technical Specialization in Brazil.
DOI: 10.5220/0013185200003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 649-653
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
649
Figure 2: Students dropout rate in high school education
with technical specialization in the federal education net-
work in Brazil.
as Scratch (Rocha et al., 2013) can improve engage-
ment and reduce failure rates. Scratch, originally de-
veloped by MIT, has been widely used to teach pro-
gramming concepts in a playful and accessible man-
ner (Rocha et al., 2013). Similarly, Computational
Thinking (CT) has emerged as a critical competency
in technology education, fostering skills such as de-
composition, pattern recognition, abstraction, and al-
gorithm design (BNCC, 2017). These skills, funda-
mental to problem-solving, are integral to students’
ability to engage with abstract programming concepts
(Costa. et al., 2021).
Unplugged Computing, as disseminated by
(Tim Bell and Fellows, 2015), provides a means
of teaching Computational Thinking through play-
ful, hands-on activities that do not require computers.
This approach is particularly advantageous in con-
texts with limited infrastructure, offering a transpar-
ent and engaging way to introduce fundamental com-
puting concepts (Ara
´
ujo et al., 2021). By focusing
on real-world problems and collaborative tasks, un-
plugged activities foster deeper engagement and un-
derstanding.
In this context, this article aims to present an un-
plugged activity focused on “dynamic memory allo-
cation”, developed during the third term of the In-
formatics course (a technical specialization course
in high school), within the subject of Programming
Fundamentals. This activity leverages Computational
Thinking concepts to aid the teaching-learning pro-
cess, providing students with an innovative and acces-
sible approach to mastering complex programming
topics.
2 METHODS
The activities were carried out with high school first-
year students (informatics technical course) at the
Federal Institute of Mato Grosso and applied in the
school subject of Programming Fundamentals. The
unplugged activities took place in the second half of
the year. Each lesson lasted 50 minutes, the institu-
tion standard lesson time. The activities were struc-
tured over three sessions: the first dedicated to a the-
oretical lecture covering the key concepts, while the
second and third sessions focused on the development
and application of hands-on activities.
Programming Fundamentals is a first-year course
discipline; topics such as recursion, memory point-
ers, and dynamic memory allocation are covered in
the third quarter. These topics often require students
to transition from the concrete knowledge gained in
elementary education to abstract thinking, which is a
significant cognitive leap. This transition is particu-
larly challenging in technical courses, where students
are required to grasp concepts such as memory struc-
tures and algorithmic thinking early in their academic
journey.
To mitigate these challenges, simpler activities,
such as unplugged computing exercises, were intro-
duced. These activities were designed to foster en-
gagement and facilitate understanding by breaking
down abstract concepts into tangible and interactive
components. The main goal was to create a support-
ive learning environment that encourages exploration
and participation while reducing cognitive overload.
The unplugged activities were carefully designed
to incorporate key concepts of Computational Think-
ing (CT), which is increasingly recognized as a crit-
ical competency in technology education. CT skills,
such as decomposition, pattern recognition, abstrac-
tion, and algorithm design, were explicitly embedded
in the activities to ensure that students not only un-
derstood theoretical concepts but also applied them in
practice:
Decomposition. Students were tasked with
breaking down complex programming concepts
into smaller, manageable components. For in-
stance, in board game design, they separated the
concept of dynamic memory allocation into its
core elements: data types, memory addresses and
pointers pointers operations. This incremental ap-
proach allowed the students to address individual
aspects of the problem in a systematic way.
Pattern Recognition. Students analyzed how dif-
ferent data types address different memory spaces
and patterns in memory allocation. This activity
CSEDU 2025 - 17th International Conference on Computer Supported Education
650
helped them internalize these patterns, which
are essential for understanding the principles of
efficient memory management.
Abstraction. Students learned to focus on the es-
sential elements of memory allocation while ig-
noring less relevant details. By simplifying com-
plex problems into general principles, students
improved their ability to approach abstract pro-
gramming challenges.
Algorithm Design. The creation of board games
required students to develop rules and step-by-
step procedures that simulated real-world pro-
gramming tasks. This hands-on experience fos-
tered a deeper understanding of algorithms, as stu-
dents had to ensure their game mechanics accu-
rately reflected the logical operations of memory
management.
Students were encouraged to design and imple-
ment their own board games using simple materials
such as paper, glue, pens, scissors and poster board.
This approach promoted creativity, collaboration, and
critical thinking. Unlike traditional teaching methods,
that rely heavily on passive learning, these activities
placed students at the center of the learning process,
empowering them to actively construct their under-
standing.
To assess the effectiveness of these activities, an
online questionnaire was sent to the students. The
questionnaire consisted of ve questions, including
an open-ended question and four closed-ended ques-
tions. This approach enabled the collection of quan-
titative and qualitative data, providing insights into
students’ perceptions of the unplugged computing ap-
proach and highlighting areas for potential improve-
ment.
3 RESULTS AND DISCUSSION
This study aimed to evaluate the effectiveness of un-
plugged activities in promoting engagement and un-
derstanding among first-year technical students. The
results demonstrated that the activities not only facili-
tated the understanding of abstract programming con-
cepts, but also promoted a collaborative and interac-
tive learning environment.
The first unplugged activity involved a game de-
signed to visually represent how information is stored
in a computer’s memory (Figure 3). The game em-
ployed different colored pieces of paper to symbolize
different data types, each occupying a specific amount
of memory. By interacting with these physical fig-
ures, students gained a clearer understanding of con-
cepts such as memory storage and the use of operators
such as ”sizeof” to calculate memory requirements.
Figure 3: Board game on memory allocation.
The second activity, “Deu Alloc na Mem
´
oria”, in-
troduced the concept of pointers and dynamic mem-
ory allocation (Figure 4). The board game included
a dice in which the faces represented a data type or a
pointer-related action. The game execution consists
of players moving around the board by rolling the
dice, drawing cards and executing actions that sim-
ulate a memory operation. Through this playful inter-
action, students engaged with critical concepts such
as memory addresses, pointer usage and memory al-
location strategies.
Figure 4: Board Game “Deu alloc na mem
´
oria.”.
Classroom discussions and questionnaire re-
sponses provided second insights. Students fre-
quently reported that developing their own unplugged
games reinforced their understanding of program-
ming concepts by requiring them to actively apply
and explain these ideas. This observation aligns with
prior research on active learning, which highlights the
Unplugged Memory: A Report of an Unplugged Activity in High School Education with a Technical Specialization in Brazil
651
value of student-led, hands-on activities in promoting
deeper understanding and retention of abstract topics.
Since it was not possible to quantitatively mea-
sure knowledge retention at this stage, qualitative
feedback indicated that students were more engaged
and demonstrated greater interest in the subject mat-
ter compared to previous cohorts. Teachers noted
that students asked more insightful questions during
lessons and were better prepared to tackle advanced
topics. The collaborative nature of the activities also
helped build a supportive learning environment, pro-
moting peer interaction and critical thinking.
3.1 Assessment of the Activities
Developed
Near the end of the term, nine students voluntarily
completed an online questionnaire. The results re-
vealed unanimous satisfaction with the unplugged ac-
tivities, with 100% of respondents stating that the ex-
ercises enhanced their understanding of the material.
When asked about their preferred teaching method,
all students indicated a preference for a combination
of traditional lectures and unplugged activities.
Additionally, 88.9% of participants expressed in-
terest in using unplugged computing to explore other
programming topics. Suggestions for future activities
included data structures such as stacks, queues, and
linked lists, as well as advanced topics like artificial
intelligence and applied mathematics (Figure 5).
Figure 5: Responses on the use of Unplugged Computing
in teaching other concepts.
The feedback provided by students underscores
the versatility and potential of unplugged computing
as a pedagogical strategy. Moving forward, future
studies will aim to incorporate standardized evalua-
tion methods, such as pre- and post-activity assess-
ments, to quantitatively measure the impact of un-
plugged activities on students’ academic performance
and knowledge retention.
4 CONCLUSION
Teaching programming in technical courses presents
a major challenge for educational institutions: reduc-
ing the number of failures and retentions in these sub-
jects without compromising the quality of education,
ensuring that improvements are not merely numerical.
To address this, new methodologies have been sought
to assist in the teaching-learning process. Unplugged
Computing, one of the techniques of Computational
Thinking, has proven to be a strong ally in this pro-
cess.
The implementation of unplugged activities in
the Programming Fundamentals course demonstrated
the potential of key Computational Thinking con-
cepts—decomposition, pattern recognition, abstrac-
tion, and algorithm design—in simplifying complex
topics. Decomposition allowed students to break
down abstract problems, such as dynamic memory al-
location, into smaller, manageable components, while
pattern recognition enabled them to identify recur-
ring structures in memory management. Abstraction
helped students focus on the most relevant aspects of
the problems, and algorithm design encouraged the
creation of structured solutions through playful activ-
ities such as board games. These concepts not only
facilitated understanding but also enhanced engage-
ment and collaboration among students.
The observation that students better absorbed con-
cepts through the creation of unplugged activities is
supported by classroom discussions and questionnaire
responses. Students actively applied and explained
their understanding while designing their games, re-
inforcing their grasp of abstract programming top-
ics. This aligns with prior research on active learning,
which suggests that hands-on, student-led approaches
promote deeper understanding and retention.
The fact that it does not require the use of any elec-
tronic devices makes Unplugged Computing a suit-
able activity for various contexts, including field trips,
technical visits, and environments with limited infras-
tructure. This adaptability is particularly relevant in
the Brazilian educational landscape, where resource
constraints can hinder the adoption of technology-
based teaching strategies. Moreover, the versatility of
unplugged computing allows its application in other
areas of knowledge, reinforcing its value as a flexible
pedagogical tool.
However, it is important to acknowledge the lim-
itations of this study. The evaluation relied primar-
ily on self-reported feedback from students, which,
while insightful, does not provide objective measures
of knowledge retention or academic performance. Fu-
ture research will incorporate standardized evaluation
CSEDU 2025 - 17th International Conference on Computer Supported Education
652
methods, such as pre- and post-activity assessments,
to objectively measure the impact of unplugged ac-
tivities on students’ learning outcomes. These assess-
ments will enable a more comprehensive understand-
ing of the effectiveness of this approach and its poten-
tial for broader application.
As future work, the goal is to expand the range
of unplugged activities to address more complex top-
ics that students find challenging, such as data struc-
tures and algorithms. Additionally, a broader research
effort on Computational Thinking and the use of Un-
plugged Computing is planned, with the aim of devel-
oping training programs for educators. By equipping
teachers with the skills to implement these techniques
in their classrooms, we can further enhance the qual-
ity and accessibility of informatics education, bridg-
ing the gap between foundational knowledge and ad-
vanced technical competencies.
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