Banner Portal
A half-century perspective on computational thinking
PDF (English)

Palavras-chave

Pensamento computacional desplugado
Construcionismo
Aprendizagem aprimorada pela tecnologia
História dos computadores
Educação
Seymour papert

Como Citar

KAHN, Ken. A half-century perspective on computational thinking. Tecnologias, Sociedade e Conhecimento, Campinas, SP, v. 4, n. 1, p. 23–42, 2017. DOI: 10.20396/tsc.v4i1.14483. Disponível em: https://econtents.bc.unicamp.br/inpec/index.php/tsc/article/view/14483. Acesso em: 28 mar. 2024.

Resumo

Há mais de cinquenta anos que as pessoas exploram como os computadores podem melhorar a aprendizagem e o ensino. A natureza maleável dos computadores permitiu que ele funcione como cartão de memória, tutor pessoal, livro didático, livro de referência, laboratório virtual, questionário, espaço virtual, sala de conferências e grupos de estudo. Talvez a sugestão mais radical seja conceber o computador como algo que aprendizes podem moldar de forma criativa resultando em algo realmente significativo, dinâmico, interativo e compartilhado. E, ainda, que o processo de construção desses artefatos computacionais seja rico em oportunidades de aprendizagem. Estas oportunidades variam desde ganhar uma compreensão mais profunda do assunto até a construir habilidades de alto nível de pensamento e de resolução de problemas.

 

https://doi.org/10.20396/tsc.v4i1.14483
PDF (English)

Referências

ABELSON, H.; DISESSA, A. A. Turtle Geometry: The Computer as a Medium for Exploring Mathematics. Cambridge: MIT Press, 1981.

ANDERSON, J. R. et al. Cognitive Modelling and Intelligent Tutoring. Artificial Intelligence, Vol 42, pages 7-49, 1990.

BBC NEWS What it's like to have schizophrenia. Available in: http://news.bbc.co.uk/1/hi/health/6453241.stm. Accessed in: oct. 12, 2017.

BEGEL, A. LogoBlocks: A Graphical Programming Language for Interacting with the World, MIT Advanced Undergraduate Project. May 1996. Available in: http://research.microsoft.com/en-us/um/people/abegel/mit/begel-aup.pdf. Accessed in: oct. 12, 2017.

HARVEY, B; MÖNIG, J. Bringing ‘No Ceiling’ to Scratch: Can One Language Serve Kids and Computer Scientists?, Constructionism 2010 Proceedings, Paris, 2010.

HOYLES, C; NOSS, R; ADAMSON, R. Rethinking the Microworld Idea, Journal of Educational Computing Research, Volume: 27 issue: 1, p. 29-53, 2002.

KAFAI, Y. B. Minds in Play: Computer Game Design as a Context for Children's Learning, Mahwah, NJ, Lawrence Erlbaum, 1995.

KAHN, K. Director Guide, Technical Report 482B, MIT AI Lab, December 1979.

KAHN, K. A grammar kit in Prolog. In: YAZDANI, M. editor, New Horizons in Educational Computing. Ellis Horwood Ltd., 1984. Also in Instructional Science and Proceedings of the AISB Easter Conference on AI and Education, Exeter, England, April 1983.

KAHN, K ToonTalk -- An Animated Programming Environment for Children. Proceedings of the National Educational Computing Conference, Baltimore, Maryland, June 1995. Extended version in the Journal of Visual Languages and Computing, June 1996.

KAHN, K. Generalizing by Removing Detail. Communications of the ACM, 43(3), March 2000. Extended version in LIEBERMAN, H., editor, Your Wish Is My Command: Programming by Example. Massachusetts, MA: Morgan Kaufmann, 2001.

KAHN, K. ToonTalk Reborn, Re-implementing and re-conceptualising ToonTalk for the Web. Proceedings of Constructionism 2014, Vienna, August 2014.

KAHN, K; NOBLE, H. The Modelling4All Project -- A web-based modelling tool embedded in Web 2.0. Proceedings of Constructionism 2010, Paris, August 2010.

KAHN, K; WINTERS, N. Child-friendly Programming Interfaces to AI Cloud Services, Proceedings of the EC-TEL 2017 Conference, Tallinn, Estonia, September 2017.

KHAN ACADEMY Khan Academy site. Available in: https://www.khanacademy.org/. Accessed in: oct. 10, 2017a.

KHAN ACADEMY, Computer programming. Available in: https://www.khanacademy.org/computing/computer-programming. Accessed in: oct. 12, 2017b.

KLOPFER, E. et al. “The Simulation Cycle: combining games, simulations, engineering and science using StarLogo TNG”, E-Learning and Digital Media, Volume 6 Number 1, 2009.

MACHINE LEARNING FOR CHILDREN. Teach a computer to play a game. Available in: https://machinelearningforkids.co.uk. Accessed in: oct. 12, 2017.

MALONE, T. Toward a theory of intrinsically motivating instruction. Cognitive science 5.4, p. 333-369, 1981.

MIT MEDIA LAB, Scratch statistics. Available in: http://scratch.mit.edu/statistics/. Accessed in oct. 10, 2017.

MOR, Y. ET AL. Thinking in Progress. Micromath, The Association of Teachers of Mathematics, 20(2), pp.17-23, 2004.

BLOCKLY Try Blockly. Available in: https://developers.google.com/blockly/. Accessed in: oct. 10, 2017.

BROWN J. S; VANLEHN, K. Repair Theory: A Generative Theory of Bugs in Procedural Skills, Cognitive Science, vol. 4, no. 4, pp. 379-426, 1980.

COUGHLAN, S. Could robots be marking your homework?, BBC News, December 14, 2016. Available in: http://www.bbc.com/news/business-38289079. Accessed in: oct. 10, 2017.

DARTMOUTH COLLEGE COMPUTATION CENTER. A Manual for BASIC, the elementary algebraic language designed for use with the Dartmouth Time Sharing System. 1964. Archived from the original on 2012-07-16. Available in: http://www.bitsavers.org/pdf/dartmouth/BASIC_Oct64.pdf. Accessed in: oct. 10, 2017.

DISESSA, A. Twenty reasons why you should use Boxer (instead of Logo). In: SZABÓ, M. T. (Ed.) Learning & Exploring with Logo: Proceedings of the Sixth European Logo Conference. Budapest Hungary, 7-27, 1997.

DRESCHER, G, L. Genetic AI: Translating Piaget into LISP. Instructional Science, Volume 14, Issue 3-4, pp 357-380, May 1986.

ENNAL, R. Teaching logic as a computer language in schools. Proceedings of the First International Logic Programming Conference, Marseille, France, September 1982.

GOLDSTEIN, I. Understanding simple picture programs, 1974 Thesis (doctoral in Artificial Intelligence) Massachusetts Institute of Technology, 1974.

GREENBERGER, M. Computers in the World of the Future, Cambridge, MA: MIT Press, 1962.

HARDESTY, L. The MIT roots of Google’s new software. MIT News Office, August 19, 2010. Available in: http://newsoffice.mit.edu/2010/android-abelson-0819. Accessed in: oct. 13, 2017.

HAREL, I. Children Designers: Interdisciplinary Constructions for Learning and Knowing Mathematics in a Computer-rich School. New Jersey: Ablex Publishing, 1991.

HARVEY, B. Computer Science Logo Style, Volumes 1, 2 and 3, Cambridge, MA: MIT Press, Second edition, 1997.

HARVEY, B; MÖNIG, J. Bringing ‘No Ceiling’ to Scratch: Can One Language Serve Kids and Computer Scientists?, Constructionism 2010 Proceedings, Paris, 2010.

HOYLES, C; NOSS, R; ADAMSON, R. Rethinking the Microworld Idea, Journal of Educational Computing Research, Volume: 27 issue: 1, p. 29-53, 2002.

KAFAI, Y. B. Minds in Play: Computer Game Design as a Context for Children's Learning, Mahwah, NJ, Lawrence Erlbaum, 1995.

KAHN, K. Director Guide, Technical Report 482B, MIT AI Lab, December 1979.

KAHN, K. A grammar kit in Prolog. In: YAZDANI, M. editor, New Horizons in Educational Computing. Ellis Horwood Ltd., 1984. Also in Instructional Science and Proceedings of the AISB Easter Conference on AI and Education, Exeter, England, April 1983.

KAHN, K ToonTalk -- An Animated Programming Environment for Children. Proceedings of the National Educational Computing Conference, Baltimore, Maryland, June 1995. Extended version in the Journal of Visual Languages and Computing, June 1996.

KAHN, K. Generalizing by Removing Detail. Communications of the ACM, 43(3), March 2000. Extended version in LIEBERMAN, H., editor, Your Wish Is My Command: Programming by Example. Massachusetts, MA: Morgan Kaufmann, 2001.

KAHN, K. ToonTalk Reborn, Re-implementing and re-conceptualising ToonTalk for the Web. Proceedings of Constructionism 2014, Vienna, August 2014.

KAHN, K; NOBLE, H. The Modelling4All Project -- A web-based modelling tool embedded in Web 2.0. Proceedings of Constructionism 2010, Paris, August 2010.

KAHN, K; WINTERS, N. Child-friendly Programming Interfaces to AI Cloud Services, Proceedings of the EC-TEL 2017 Conference, Tallinn, Estonia, September 2017.

KHAN ACADEMY Khan Academy site. Available in: https://www.khanacademy.org/. Accessed in: oct. 10, 2017a.

KHAN ACADEMY, Computer programming. Available in: https://www.khanacademy.org/computing/computer-programming. Accessed in: oct. 12, 2017b.

KLOPFER, E. et al. “The Simulation Cycle: combining games, simulations, engineering and science using StarLogo TNG”, E-Learning and Digital Media, Volume 6 Number 1, 2009.

MACHINE LEARNING FOR CHILDREN. Teach a computer to play a game. Available in: https://machinelearningforkids.co.uk. Accessed in oct. 12, 2017.

MALONE, T. Toward a theory of intrinsically motivating instruction. Cognitive science 5.4, p. 333-369, 1981.

MIT MEDIA LAB, Scratch statistics. Available in: http://scratch.mit.edu/statistics/. Accessed in: oct. 10, 2017.

MOR, Y. ET AL. Thinking in Progress. Micromath, The Association of Teachers of Mathematics, 20(2), pp.17-23, 2004.

MORGADO, L; CRUZ, M; KAHN, K. Working in ToonTalk with 4-and 5-year olds. Proceedings of the IADIS International Conference, e-Society, Vol. II, IADIS, 2003.

NETSBLOX. Available in: https://netsblox.org. Accessed in: oct. 12, 2017.

MORGADO, L; CRUZ, M; KAHN, K. Radia Perlman – A pioneer of young children computer programming. Current developments in technology-assisted education, Proceedings of m-ICTE, 2006.

ONE LAPTOP PER CHILD. Site one laptop per child. Available in: http://one.laptop.org/. Accessed in: oct. 12, 2017.

PAPERT, S. Teaching Children Thinking. MIT AI Memo 247, 1971.

PAPERT, S. Mindstorms: Children, Computers, and Powerful Ideas. New York: Basic Books, 1980.

PAPERT, S. “Does Easy Do It? Children, Games, and Learning”, Game Developer, June 1998.

PAPERT, S; HAREL, I. Constructionism. New Jersey: Ablex Publishing Corporation, 1991.

REPENNING, A. Creating User Interfaces with Agentsheets. 1991 Symposium on Applied Computing, Kansas City, MO, IEEE Computer Society Press, Los Alamitos, pp. 190-196, 1991.

PLATO HISTORY Plato History: remembering the future. Available in: http://www.platohistory.org/blog/timeline/. Accessed in: oct. 12, 2017.

RESNICK, M. MultiLogo: A Study of Children and Concurrent Programming. Interactive Learning Environments, 1:3, 153-170, 1990, DOI: 10.1080/104948290010301.

RESNICK, M. Turtles, Termites, and Traffic Jams: Explorations in Massively Parallel Microworlds. Cambridge, MA: MIT Press, 1994.

RESNICK, M. et al. Scratch: Programming for All. Communications of the ACM, Vol. 52 No. 11, Pages 60-67, 2009.

RESNICK, M; OCKO, S; PAPERT, S. LEGO, Logo, and Design. Children's Environments Quarterly, vol. 5, no. 4, 1988.

SARASWAT, V. Concurrent Constraint Programming. Cambridge, MA: MIT Press, 1993.

SLANY, W. Tinkering with Pocket Code, a Scratch-like programming app for your smartphone. Proceedings of Constructionism 2014, Vienna, August 2014.

SMITH, D, C; CYPHER, A; SPOHRER, J. KidSim: Programming Agents without a Programming Language. Communications of the ACM, 37(7), pp. 54 – 67, July 1994.

SUSSMAN, G. HACKER: A model of skill acquisition. Thesis, 1973 (PhD in Artificial Intelligence), MIT, 1973.

TEDRE, M; DENNING, P. J. The Long Quest for Computational Thinking. Proceedings of the 16th Koli Calling Conference on Computing Education Research, November 24-27, 2016, Koli, Finland: pp. 120-129.

UNIVERSITY OF CALIFORNIA, Berkeley. Available in: http://bjc.berkeley.edu/. Accessed in oct. 12, 2017.

WHITE, B. Designing Computer Games to Facilitate Learning. Thesis, 1981 (PhD in Artificial Intelligence) MIT, 1981.

WIKIPEDIA Living Books series. 2017a. Available in: https://en.wikipedia.org/wiki/Living_Books_series. Accessed in: oct. 13, 2017.

WIKIPEDIA Massive Open Online Course. 2017b. Available in: https://en.wikipedia.org/wiki/Massive_open_online_course. Accessed in: oct. 12, 2017.

WIKIPEDIA Alan Kay. 2017c. Available in: https://en.wikipedia.org/wiki/Alan_Kay. Accessed in: oct. 12, 2017.

WILENSKY, U. NetLogo, Center for Connected Learning and Computer-Based Modeling, Northwestern University. Evanston, IL, 1999. Available in: http://ccl.northwestern.edu/netlogo. Accessed in: oct. 12, 2017.

WING, J. M. Computational Thinking. CACM Viewpoint, March 2006, pp. 33-35.

WOLBER, D. et al. App Inventor. California: O'Reilly Media, 2011.

WOLFRAM, S. How to Teach Computational Thinking, September 7, 2016 blog post. Available in: http://blog.wolfram.com/2016/09/07/how-to-teach-computational-thinking/. Accessed in: oct. 12, 2017.

WOLFRAM, S. Machine Learning for Middle Schoolers, May 11, 2017 blog post. Available in: http://blog.stephenwolfram.com/2017/05/machine-learning-for-middle-schoolers/. Accessed in oct. 12, 2017.

Creative Commons License
Este trabalho está licenciado sob uma licença Creative Commons Attribution 4.0 International License.

Copyright (c) 2017 Tecnologias, Sociedade e Conhecimento

Downloads

Não há dados estatísticos.