Enseñanza de la Introducción a la Programación utilizando Herramientas Lúdicas

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Resumen

This article describes the experience in teaching the introduction to programming to students of the Professional School of Medicine of the National University of Saint Augustine using playful tools such as Scratch, Lightbot and App Inventor, which have allowed the understanding of the basic concepts of programming in an easy and entertaining way, motivating the learning process of the students. The use of visual programming tools allowed the students to create their own games and creative applications related to their professional career, strengthening the resolution of problems and favoring their active learning.

Título traducido de la contribuciónTeaching the introduction to programming using playful tools
Idioma originalEspañol
Título de la publicación alojadaProceedings of the LACCEI international Multi-conference for Engineering, Education and Technology
EditorialLatin American and Caribbean Consortium of Engineering Institutions
ISBN (versión digital)9780999344316
DOI
EstadoPublicada - 2018
Evento16th LACCEI International Multi-Conference for Engineering, Education Caribbean Conference for Engineering and Technology - Lima, Perú
Duración: 18 jul. 201820 jul. 2018

Serie de la publicación

NombreProceedings of the LACCEI international Multi-conference for Engineering, Education and Technology
Volumen2018-July
ISSN (versión digital)2414-6390

Conferencia

Conferencia16th LACCEI International Multi-Conference for Engineering, Education Caribbean Conference for Engineering and Technology
País/TerritorioPerú
CiudadLima
Período18/07/1820/07/18

Nota bibliográfica

Publisher Copyright:
© 2018 Latin American and Caribbean Consortium of Engineering Institutions. All rights reserved.

Palabras clave

  • Active learning
  • Digital literacy
  • Playful tools
  • Programming
  • Teaching-learning

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