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Development of Software for Educational Activities ,[object Object],[object Object],[object Object]
The problem ,[object Object]
Goals ,[object Object],[object Object]
Hypothesis ,[object Object]
Points to consider ,[object Object],[object Object],[object Object]
Activity Theory ,[object Object],[object Object]
The activity diagram   (based on Engeström’s) Artifact Product Subject Rules Community Division of Labor Object
Aspects analyzed by Activity Theory ,[object Object],[object Object],[object Object],[object Object],[object Object]
Constructionism ,[object Object],[object Object],[object Object]
Logo’s turtle geometry forward 100 right 30 forward 80 right 50 right 10 forward 70
Construcionism ,[object Object],[object Object],[object Object],[object Object]
The proposed approach ,[object Object],[object Object],[object Object],[object Object]
The traditional software development  life-cycle Analysis Design Implementation Testing Maintenance
The proposed development cycle Analysis of the Computational Artifact Design of the Computational Artifact Implementation of the Computational Artifact Test of the Computational Artifact Maintenance of the Computational Artifact Analysis of the Educational Activity
The analysis of the educational activity ,[object Object],[object Object],[object Object]
The generic and specific parts of the educational activity Generic Educational Activity Specific Educational Activity B Domain: English Environment: Uninformal, home Domain: Economy Environment: Formal, company Generic theoretical principles Context-specific restrictions Specific Educational Activity A
The analysis of the computational artifact ,[object Object],[object Object],[object Object]
A Generic Constructionist Learning Activity Computerized and  non-computerized artifacts Personally meaningful and shareable product Learner Rules (duration and amount of sessions, relationship among participants, …) Community (teacher, other students, reference authors, visitors) Division of Labor (learner, facilitator, source of reference, actor, activity designer) Transitional objects
A Graphical Logo Activity Graphical Logo Turtle commands,  editor commands and  additional language commands Picture in the computer screen Learner Rules Community Division of Labor Graphical turtle and procedures
A practical case: The Games Workshop ,[object Object],[object Object],[object Object]
A Cocoa screen
Why Cocoa? ,[object Object],[object Object],[object Object],[object Object]
The Workshop activity Mediating Artifacts (planning sheets, computers with Cocoa, camera, etc.) Outcome (game about the park) Subject (III Millennium student) Rules (schedule, write on personal diary, etc.) Community (teacher, other students, authors of examples, guests) Division of Labor (facilitator, actor, learner, source of reference, activity designer) Objects (Cocoa components, annotations, etc.)
Conclusions about the Game Workshop ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],Conclusions about the Game Workshop
Major conclusions of the research ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
In relation to Constructionism ,[object Object],[object Object],[object Object],[object Object]
Questions raised about Constructionism ,[object Object],[object Object],[object Object],[object Object],[object Object]
Major challenges faced ,[object Object],[object Object],[object Object],[object Object],Construcionism Activity  Theory Software Engineering
Major contributions ,[object Object],[object Object],[object Object],[object Object],[object Object]
Open questions ,[object Object],[object Object],[object Object],[object Object]
Next steps ,[object Object],[object Object]

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Development of Software for Educational Activities

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  • 7. The activity diagram (based on Engeström’s) Artifact Product Subject Rules Community Division of Labor Object
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  • 10. Logo’s turtle geometry forward 100 right 30 forward 80 right 50 right 10 forward 70
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  • 13. The traditional software development life-cycle Analysis Design Implementation Testing Maintenance
  • 14. The proposed development cycle Analysis of the Computational Artifact Design of the Computational Artifact Implementation of the Computational Artifact Test of the Computational Artifact Maintenance of the Computational Artifact Analysis of the Educational Activity
  • 15.
  • 16. The generic and specific parts of the educational activity Generic Educational Activity Specific Educational Activity B Domain: English Environment: Uninformal, home Domain: Economy Environment: Formal, company Generic theoretical principles Context-specific restrictions Specific Educational Activity A
  • 17.
  • 18. A Generic Constructionist Learning Activity Computerized and non-computerized artifacts Personally meaningful and shareable product Learner Rules (duration and amount of sessions, relationship among participants, …) Community (teacher, other students, reference authors, visitors) Division of Labor (learner, facilitator, source of reference, actor, activity designer) Transitional objects
  • 19. A Graphical Logo Activity Graphical Logo Turtle commands, editor commands and additional language commands Picture in the computer screen Learner Rules Community Division of Labor Graphical turtle and procedures
  • 20.
  • 22.
  • 23. The Workshop activity Mediating Artifacts (planning sheets, computers with Cocoa, camera, etc.) Outcome (game about the park) Subject (III Millennium student) Rules (schedule, write on personal diary, etc.) Community (teacher, other students, authors of examples, guests) Division of Labor (facilitator, actor, learner, source of reference, activity designer) Objects (Cocoa components, annotations, etc.)
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  • 32.

Notas do Editor

  1. Existem metodologias dirigidas para o desenvolvimento de software que manipulem grandes quantidades de dados, exijam velocidade de processamento, ou segurança de informação. A educação exige uma preocupação com elementos como motivação, desenvolvimento humano, diferenças de contexto educacional, etc. Já existem algumas iniciativas para a educação, mas elas não abordam a problemática de forma ampla
  2. A TA entende uma atividade como um conjunto de ações e um contexto mínimo que permita compreendê-las. Nas atividades, as pessoas estão sempre trabalhando com objetos procurando construir um produto que, conscientemente ou não, resolva uma necessidadeou satisfaça um desejo. Estas relações com os objetos são influenciadas também pela interação com outras pessoas.
  3. Estrutura hierárquica: Quais são as ações da atividade? O que deve ser feito de modo consciente? Internalização e externalização: Que práticas sociais devem ser incentivadas? O que cada pessoa deve externalizar de suas ações mentais? Orientação a objetos: Que objetos serão usados? Qual o significado deles? O que eles têm de importante? Qual o produto concreto da atividade? História e desenvolvimento: Como surgiu a atividade? Quais de seus aspectos não são importantes hoje? Como os participantes se desenvolvem? Mediação: Que ferramentas serão usadas? O que potencializam? O que restringem?
  4. No Logo Gráfico, o aprendiz interage com uma tartaruga desenhada na telado computador. Por meio de comandos dados a tartaruga, como … , ele vai desenhando o que quiser e, espera-se, vai aprendendo noções de lateralidade, espaço e outros conceitos de geometria.
  5. Acreditamos que a abordagem proposta poderia ajudar a tratar de alguns destes problemas colocando o computador no seu devido lugar dentro da atividade educacional construcionista.
  6. Análise: Identifica o que o software deverá fazer Projeto: Especifica como ele fará isso Implementação: Onde ele é convertido em linguagem de programação Teste: testado Manutenção: usado e alterado conforme surjam novas necessidades A fase de análise é a mais importante. É nela que se define o que será feito no restante do ciclo. Dependendo da ênfase que nela for dado...
  7. As principais diferenças se dão nas fases de análise. As demais, mais técnicas, são muito semelhantes ao que ocorre nos sistemas tradicionais.
  8. Não é impossível simplesmente levar a mesma atividade em ambientes diferentes. A atividade genérica concentra os pontos essenciais a serem considerados na criação da atividade segundo uma determinada abordagem educacional A atividade específica mostra as restrições impostas pelo ambiente em questão.
  9. Notar que a divisão do trabalho permanece a mesma...
  10. Ciclo do Valente: descrição-execução-reflexão-depuração