THE USE OF COMPUTATIONAL THINKING IN THE DEVELOPMENT OF DIGITAL LEARNING OBJECTS WITH SCRATCH SOFTWARE
Digital Technologies. Computational Thinking. Digital Learning Objects
This research aims to investigate the use of computational thinking (CP) pillars during the process of creating Digital Learning Objects (ODA) with students from the first year of high school. Our work intends to seek answers to the following question: How does the creation of digital learning objects through scratch software contribute to the development of the PC in basic education students? Our research is of a qualitative nature, we used the teaching experiment as a methodological procedure for the collection of data that occurred synchronously and asynchronously due to the pandemic, and for analysis we performed the triangulation of the data that were obtained by various instruments such as: photos, videos, recordings, and written materials. The research participants were students regularly enrolled in the year 2021 at the Centro Educacional Santa Cruz - CESC school, in Barra do Bugres, Mato Grosso. Students produced an ODA using scratch software to solve problems involving arithmetic progressions (AP). In our theoretical framework, we rely on the works of Borba (2016), Wiley (2000), Tarouco (2005), Wing (2006) and Brackmann (2018) that address significant themes regarding the use of digital technology, digital learning objects (ODA ), computational thinking and scratching in the process of teaching and learning mathematics.