O desenho e a linguagem computacional LOGO : promovendo o desenvolvimento de processos criativos

AUTOR(ES)
DATA DE PUBLICAÇÃO

2000

RESUMO

ith the objective of studying the graphic production in Logo, we have worked with children aged between 8 and 13 from the initial grades of the public elementary school, using a design approach. We have found out some advantages of the design approach over the usual processes of problem solving as far as the aesthetic quality of the drawings and the child?s involvement in the Logo programming activity are concerned. In design situations we have verified that the child s drawing acquires shapes and compositions that differ from his or her usual productions as a result of a progressive evolution of meanings while using a tool that he or she has never used before. As we followed the children?s drawing with Logo, we have noticed that the design approach also offers freedom to create and recreation, holding the child?s interest in programming longer and diminishing the situations of fatigue and failure, which can be observed in this kind of activity. Although the child has to shift between the graphic and computational representational systems during the creation process of a drawing in Logo, his or her motivation is normally geared more towards drawing than programming. Because of that, this creation process has proved important to keep a child programming for a longer period of time. The possibility of interacting with two representational systems, starting from open teaching proposals, has given the children a growing facility of predicting and planning of actions in the situational fields of both languages, making the children more skillful to face and solve problems created by both, drawing and programming

ASSUNTO(S)

desenho (projetos) desenho infantil logo (linguagem de programação de computador)

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