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Revista Iberoamericana de Tecnología en Educación y Educación en Tecnología
versión impresa ISSN 1851-0086versión On-line ISSN 1850-9959
Resumen
FRACCHIA, Claudia Carina; KOGAN, Pablo y AMARO, Silvia. Competir + Motivar + Hornero = aprender programación. Rev. iberoam. tecnol. educ. educ. tecnol. [online]. 2016, n.18, pp.19-29. ISSN 1851-0086.
Searching for strategies to improve programming learning and teaching is an essential task in both the secondary and university level. Students have motivation problems and other types of problems as personal adaptation to the level of difficulty. In this context the development of programming contests seems to be an excellent strategy for fostering creativity, teamwork and innovation in the construction of new software programs. In 2014 it has been developed a judge online called HORNERO at Faculty of Informatic, Comahue University. HORNERO manages programming contests. It has enable the generation of new environments and learning situations, for enhancing creativity, imagination, teamwork and development of computational thinking. It has been developed different experiences using HORNERO within three extension projects. The proyects involved the University and Secondary School. It has also been used in the IX Olympic Games of Comahue, in October 2015. This work describes the experiences and presentes some results.
Palabras clave : Programming; HORNERO; Programming tournaments; Collaborative learning; Free software.