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Juegos Interactivos en ARDUINO y Java, para

Motivar y Despertar el Interés en Informática


Lic. Angela Belcastro 1, Roger David Alanes 2, Macarena Quiroga 3, Juan Giménez
2, Santiago Santana 2, Pablo Dibez 3, Mg. Rodolfo Bertone 4

1 Ciencia y Técnica. Facultad de Ingeniería (FI). UNPSJB. Comodoro Rivadavia.


2 Auxiliar de segunda. Facultad de Ingeniería. UNPSJB. Comodoro Rivadavia.
3 Estudiante. FI. UNPSJB. Comodoro Rivadavia.
4 III LIDI – Facultad de Informática – UNLP. (1900) La Plata, Buenos Aires, Argentina
1 (angelab) @ing.unp.edu.ar
2 rogerdavidalanes@yahoo.com.ar, jm.gimenez.inf@gmail.com, santana.santiago@gmail.com
3 msinf.quiroga@gmail.com,
4 pbertone@lidi.info.unlp.edu.ar

ABSTRACT the project, implemented by members


This line of research began in 2003 at the who did professional practices in" Object-
UNPSJB. This work highlights elements Oriented Programming ", in 2014.
of Information and Communication
Technologies (ICTs), employees within Keywords:
an educational context, which can support Significant learning (AS), Motivation,
students, and favor self-learning, Games, Web 2.0 resources (RW2.0)
autonomy and creativity. It introduces
Web 2.0 resources, characteristics of CONTEXT
meaningful learning (AS), collaborative The work is part of the accredited
work tools (TC), which were used within research project: "Cases of study of
the project and support the adaptive systems, ICTs and learning", UNPSJB-
nature of the software developer's (DS) UNLP, evaluated and financed by Science
work. Identify conditions to be able to and Technology of the UNPSJB. Belongs
generate knowledge, and AS. Presents the to the Area of Information Technology
concept of motivation and different Applied in Education. It is a continuation
perceptions. Highlights the characteristics of completed research projects, which
of the games, and the organization and supported the training of human
results of a transfer event, with the resources, in undergraduate careers, and
development of interactive games, in generated advances in postgraduate
ARDUINO and java, employees within a careers, improvements in teaching-
motivation strategy, aimed at learning processes (PE-A), and national
strengthening the advance in Computer and international publications. Continuing
Science (CI) careers , the incorporation of alternative studies, to generate motivation
students in research projects, and the in new students of Computer Science,
development of games. One of the AS, and improve PE-A, in matters of
objectives of the event was to test the use Computer Science, using RW2.0.
of the game called: gameDSSB "Symbol
game. Binary system ", developed within
1. INTRODUCTION to the previous one, already existing in
With the emergence of the Internet, the cognitive structure of the student, in a
especially Web 2.0, "interaction is non-arbitrary way or at the letter; To
promoted to be involved in joint achieve this, there must be a favorable
knowledge sharing and construction disposition of the apprentice, as well as a
processes, which make group interaction logical meaning in the contents or
possible". [1] learning materials. [3]
In a solid educational context, ICTs can Ausubel indicated three basic conditions
help students acquire the necessary skills. for the occurrence of AS, that the
María Pinto argues that the demands of teaching materials are logically structured
the Information and Knowledge Society with a conceptual hierarchy, placing in
are, among others: to acquire new skills, the upper part the most general, inclusive
abilities and transversal and specific and little differentiated, that the teaching
competences throughout the be organized respecting the psychological
undergraduate and postgraduate studies; structure of the student , that is, their
adopt a proactive model of AS that favors previous knowledge and their learning
self-learning, autonomy and creativity of style, and that students are motivated to
students; redesign teaching methods learn. [4]
university and to educate teachers and Schlechty (2002) characterizes the new
university students about the new paradigm as the one in which the student is
challenges involved in adapting these the worker, and in which the teacher is the
processes to new environments. [2] designer of the student's work. The student
seeks to be self-directed and motivated. [5]
From the pedagogical point of view, the
Motivation includes processes that energize,
communicative technological resources direct and maintain behavior. Different
offered by ICTs represent advantages for psychological perspectives explain
the collaborative learning process, since motivation in different ways. While the
they allow: to stimulate interpersonal behavioral perspective considers that student
communication; access to information motivation (ME) is a consequence of external
and learning content; monitoring the incentives, the cognitive perspective (PsC)
progress of the participant, individually argues that external pressures should be given
and in groups; the management and less importance, and recommends that
administration of the students; the students receive greater opportunities and
creation of scenarios for coevaluation and responsibilities for control your own
performance The (PsC) of the ME, coincides
self-evaluation, and mainly the
with the ideas of RW White (1959), who
construction of common meanings in a proposed the concept of competition
given social group. [1] Bereiter considers motivation, the idea that people are motivated
collaboration as a progressive discourse to effectively face their environment, to
(DP). The focus of DP pursues dominate their world and to process the
understanding and sees knowledge as information efficiently. The humanist
something problematic, which must be perspective highlights the student's capacity
explained. Errors and misinterpretations for personal growth, the freedom to choose
are seen as opportunities to go further. their destiny and positive qualities. The social
Participants negotiate their ideas with emphasizes the need to establish, maintain
others, as members of a learning and restore warm and close personal
relationships. [6]
community, produce knowledge. [3]
Arming concept maps, can help promote the
The AS is that which occurs when the AS. The map is conceptual more because it is
new information to be learned is related
the result of a conception, than because it different form to the traditional way of
contains concepts. [7] [8] approaching learning. [15] [16]
Web 2.0 involves all the Web sites that allow
creating contents, designing and sharing
information in a collaborative way and
2. LINE OF RESEARCH AND
interact in a non-face-to-face way, in the
Word Wide Web, creating virtual
DEVELOPMENT
communities. [9] This project is a continuation of two
The RW2.0 can favor the AS, among them completed research projects, its main
we find the Virtual Learning Environments, objectives are:
blogs, Google Drive, tools for the • train competent persons in selected
management of TC, such as Git and Trello, subjects of Computer Science, of the
and other resources, some of which we will UNPSJB,
mention below. • create and analyze interactive learning
CmapTools, is a collaborative tool to develop support systems,
conceptual schemes. [10] • Promote the AS with proposals for
Git supports the DS, it is a version control
activities that require selected RW2.0,
software that supports the storage of
documents. [11]
and strengthen the link between
Referring to the educational strategies for university and secondary levels,
the development of computational improving the previous knowledge of the
thinking we find: to be incremental and future students of Computer Science.
iterative (designing a project is not a
clean and sequential process in which a
3. RESULTS OBTAINED /
concept is first identified for the project,
EXPECTED
then a design plan is developed and
Among the background, we find the
subsequently , the design of the code is
papers presented at WICC 2015, TE &
implemented, it is an adaptive process,
ET 2015, WICC 2016 and CONAIISI
one in which the plan can change to
2016
respond to a solution approach for small
[17] [18] [19] [20]. Actions were taken to
cases), to test and debug, to reuse. [12]
improve PE-A, with proposals to use
Collaborative management tools support
RW2.0 to promote the AS in matters of
the DS, in the adaptive process.
an IC. The topics analyzed are:
The IC of the country, in general, have
classification of games, and educational
decreased the number of entrants. Various
games, features and components of
efforts are aimed at bringing young
educational software, cognitive activities
people closer to the IC. [13] [14]
that deploy to users, topics selected for
The game is a universal activity. It could
training, interactive games, design
be said that there is no human being who
patterns and software quality factors,
has not practiced this activity in any
tools of TC, and ARDUINO.
circumstance. Through the game you can
The ARDUINO microcontroller plates
create situations of maximum educational
are electronic devices that after
and cognitive value that allow you to
programming from a computer, with a
experiment, investigate, solve problems,
specific software, allow to interact with
discover and reflect. The emotional
sensors and actuators of a digital nature
implications, the playful character, the
(for example, LEDs, switches), as well as
emotional unblocking, the disinhibition,
analog (for example, temperature or
are sources of motivation that provide a
pressure sensors) , for the automation and
control of diverse processes. In figure 1, students who implemented it, who
we see the elements of the work cycle participate in the project. In this stage one
with ARDUINO. [twenty-one] of the games designed in the project was
Its design is open hardware. Respect the approached by the student.
freedom of users and the community; • Filling the form.
users can execute, copy, distribute, study, • Glimpsing java. In this stage, the
modify and improve the software. [22] students interacted with a simple game,
developed in java, prepared within the
project, that allows the user to move a
ship, in different directions, and change
Figure 1. Elements of work with its speed. They received an explanation,
ARDUINO As Stallman (2010) of key elements involved, in the use, and
postulates, the figure of an educational in its programming and development.
center as a transmitter not only of One of the objectives was to anticipate
concepts and procedures, but also of the existence of the pattern view
values such as freedom, and the spirit of controller, and its key components,
collaboration and help to the neighbor, It motivating them.
has a lot to do with the principles of free • ARDUINO application. A brief
software. [22] explanation of ARDUINO was provided
The project team organized and and they interacted with a system
developed, in the laboratory of the developed by members of the project,
UNPSJB, the transfer event (JIVISB): whose objective was to build a binary
"interactive game in java. Introduction to keyboard capable of interpreting
the binary system ". He made two google electronic pulses, and display an ASCII
forms, in a collaborative way, for character on the screen.
inscriptions, and for the evaluation of the • Farewell.
use of the symbol game. Binary system. Figure 2 shows an image of the use of the
(gameDSSB). Armed material ARDUINO system. Seventeen students
for dissemination, made the registration, registered.
for incoming students of Computer
Science and Electronics, and for students
without concept in "Elements of Figure 2. Use of the ARDUINO system
Computing", in 2016. Some results: all the students that
Main objectives of the event: participated in the event, filled out the
• Perform a test of use of the DSSB game, form, all of them were informatics
and collect feedback information, based students. 50%, graduated from the expert
on the programmed, described in [19]. Moreno. 40% of the Austral Institute, and
• Motivate the students, to the 10% of the Cervantes School. In their
participation of research projects to reach majority, they considered that the links to
in the career; and the development of educational sites of numbering systems,
interactive games of the game DSSB, helped to improve the
The stages of the event were: understanding, in a "very good" measure.
• Welcome, with presentation of all 50% of the students use games for leisure
participants, and identification of and for learning, 40% only for leisure,
objectives. and 10% do not use. The types of games
• Interacting with the game and with the most used by the participants were: "logic
and mathematics", "action", "simulators in Information Technology applied in
and constructors", in equal measure. They Education, of the UNLP. The students of
use board games and sports games. And the project team are advancing in the
to a lesser extent, they use other games Computer Science Degree of the
and quizzes. When analyzing the use of UNPSJB.
Web 2.0 resources, they mostly used a
blog; less than 50%, published on the 5. BIBLIOGRAPHY
blog, 25% of participants, set up a blog. [1] Edith Inés Ruiz Aguirre, y otros.
70% of respondents worked with shared Aprendizaje colaborativo en
files. Some students highlighted having ambientes virtuales y sus bases socio
used other applications, such as constructivistas como vía para el AS.
calculation and drawing software, skype, Revista deinnovación educativa.
geogebra, social networks, photoshop, 2012.
WhatsApp. [2] Mg. González De Doña, y otros.
50% considered having worked Desarrollo de competencias para la
"excellent" with the system, with gestión de información y
harmony, and satisfaction, and 40%, in a construcción de conocimientos: TICs
"very good" way. They showed great y Nuevos Ambientes Educativos.
interest in developing Java language 2009.
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development and mobile applications, and Herramientas Colaborativas Para La
ARDUINO. 100% of the respondents Enseñanza Usando Tecnologías
were entertained by the DSSB game. The Web: Weblogs, Redes Sociales,
last question was: Why is it fun or not, Wikis, Web 2.0. 2005.
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found it entertaining, some answers are: Educación. Enseñar para un AS.
• I am entertained by the interaction that Volumen
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understand and it is easier to learn. procesos educativos mediados por
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