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Using Dojo as a Pedagogical Practice
to Introduce Undergraduate Students to
Programming
Fabio Rocha (UNIT – gomesrocha@gmail.com);
Rosimeri Sabino (UFS – rf.sabino@gmail.com);
Guillermo Rodríguez (ISISTAN Research Institute (CONICET-UNICEN -
guillermo.rodriguez@isistan.unicen.edu.ar)
Agenda
 Objective
 Coding DOJO
 Methodology
 Case-study and results
 Conclusions
Objective
 The objective of this article is to analyze the contribution of the
use of software for introducing programming, using Dojo as a
pedagogical practice
 As an empirical research, we present a case study in the
discipline of Introduction to Programming of the Computer
Technician Course of the Brazilian Service for Industrial
Apprenticeship, Regional Department, Sergipe
Coding Dojo
METHODOLOGY
 As an empirical research, this study was tuned to the observation
of a specific group of students, using exploratory and descriptive
tests to verify learning difficulties face by students. Besides, a
trial test of the use of Dojo was utilized as a methodology for
teaching
 The analysis of the results was made under a qualitative
approach, associating the data obtained in the pedagogical
activity and frameworks adopted in the study
 The participants consisted of students of Introduction to
Programming discipline, and the course duration was 140 hours
from a of total 1.100 hours of Computer Technician course of the
Brazilian Service for Industrial Apprenticeship, Regional
Department, Sergipe, in the period of March-April 2017.
CASE-STUDY AND RESULTS
 The idea of using the Scratch software for pedagogical experience was
based on the constructivist theory, which states that it attaches particular
importance to the role of constructions in the world as support to what was
thought of in the head mentally, becoming thus least one purely mentalist
doctrine;
 Using students as active participants in the troubleshooting process ranked
them closer to the concrete, i.e, to their closest experiences in a process of
middle man interaction as described by Bigge [26] about the perceived reality.
 In the proposed practice, the participation of the teacher is particularly
relevant in times of transition from theoretical approach to the detailed
explanation of the search for a solution to the proposed problem. In
addition, it is essential that the teacher clarifies the possibility of the
proposed solution to be reviewed by students and this brings about a
continuous cycle of improvement in the initial solution. The process of
teaching and learning thus becomes a reconstruction experience.
CONCLUSIONS
 Since introduction to programming is essential to the study of
programming, students are required to understand concepts and
applications pertaining to their training and monitoring in their
professional journey. The teacher in charge of this course is
responsible for creating a motivating and attractive
environment to help develop students cognition
 The experiment conducted in this study, using the Dojo as an
educational tool proved to be positive with surprising results
among the zero rate of dropout and 6% of absences. In previous
classes, with the same teacher and teaching practices but without
the use of Dojo, class absences reached a high rate of 23%.
 Therefore, the role of activities and tools used would help the
teacher in making the teaching process more interactive and
collaborative. Bearing in mind that the research does not hinder
the possibilities of success with other practices, more case
studies can be developed for the search of other tools to be
applied to the teaching of logic, such as games and use of robotic
lego.
REFERENCES
 1] J. R. Rice, S. Rosen, History of the department of computer sciences at purdue university, Purdue University [ ]. :
http://www.cs.purdue.edu/history/history. html [. .: 22 2010 .].
 [2] Worldskills, WorldSkills International History, Ipsis Gráfica e Editora, 2010.
 [3] J. Mazano, J. d. Oliveira, Algoritmos: logica para desenvolvimento de programação. 21a, São Paulo: Erica.
 [4] E. P. Pimentel, V. F. de França, R. V. Noronha, N. Omar, Avaliação contínua da aprendizagem, das competências e
habilidades em programação de computadores, in: Anais do Workshop de Informática na Escola, Vol. 1, 2003, pp. 533–544.
 [5] Z. S. d. Silveira, Contradições entre capital e trabalho: concepções de educação tecnológica na reforma do ensino
médio e técnico.
 [6] J. Rooksby, J. Hunt, X. Wang, The theory and practice of randori coding dojos, in: International Conference on Agile
Software Development, Springer, 2014, pp. 251–259.
 [7] L. Bossavit, E. Gaillot, The coders dojo–a different way to teach and learn programming, in: International Conference on
Extreme Programming and Agile Processes in Software Engineering, Springer, 2005, pp. 290–291.
 [8] M. Bravo, A. Goldman, Reinforcing the learning of agile practices using coding dojos, in: International Conference on
Agile Software Development, Springer, 2010, pp. 379–380.
 [9] D. T. Sato, H. Corbucci, M. V. Bravo, Coding dojo: An environment for learning and sharing agile practices, in:
Agile, 2008. AGILE’08. Conference, IEEE, 2008, pp. 459–464.
 [10] E. Bache, The coding dojo handbook, Emily Bache, Canada.
 [11] Dojo. URL http://apoie.org/Dojo.html
 [12] D. T. Sato, H. Corbucci, M. V. Bravo, Coding dojo: An environment for learning and sharing agile practices, in:
Agile, 2008. AGILE’08. Conference, IEEE, 2008, pp. 459–464.
 [13] G. Rodríguez, Á. Soria, M. Campo, Measuring the impact of agile coaching on students performance, IEEE
Transactions on Education 59 (3) (2016) 202–209
ACKNOWLEDGMENT
 Thank you for Tiradentes University (UNIT) support for this
research.

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Apresentação sobre dojo aplicado a ensino de progração no CLEI/LACLO 2018

  • 1. Using Dojo as a Pedagogical Practice to Introduce Undergraduate Students to Programming Fabio Rocha (UNIT – gomesrocha@gmail.com); Rosimeri Sabino (UFS – rf.sabino@gmail.com); Guillermo Rodríguez (ISISTAN Research Institute (CONICET-UNICEN - guillermo.rodriguez@isistan.unicen.edu.ar)
  • 2. Agenda  Objective  Coding DOJO  Methodology  Case-study and results  Conclusions
  • 3. Objective  The objective of this article is to analyze the contribution of the use of software for introducing programming, using Dojo as a pedagogical practice  As an empirical research, we present a case study in the discipline of Introduction to Programming of the Computer Technician Course of the Brazilian Service for Industrial Apprenticeship, Regional Department, Sergipe
  • 5. METHODOLOGY  As an empirical research, this study was tuned to the observation of a specific group of students, using exploratory and descriptive tests to verify learning difficulties face by students. Besides, a trial test of the use of Dojo was utilized as a methodology for teaching  The analysis of the results was made under a qualitative approach, associating the data obtained in the pedagogical activity and frameworks adopted in the study  The participants consisted of students of Introduction to Programming discipline, and the course duration was 140 hours from a of total 1.100 hours of Computer Technician course of the Brazilian Service for Industrial Apprenticeship, Regional Department, Sergipe, in the period of March-April 2017.
  • 6. CASE-STUDY AND RESULTS  The idea of using the Scratch software for pedagogical experience was based on the constructivist theory, which states that it attaches particular importance to the role of constructions in the world as support to what was thought of in the head mentally, becoming thus least one purely mentalist doctrine;  Using students as active participants in the troubleshooting process ranked them closer to the concrete, i.e, to their closest experiences in a process of middle man interaction as described by Bigge [26] about the perceived reality.  In the proposed practice, the participation of the teacher is particularly relevant in times of transition from theoretical approach to the detailed explanation of the search for a solution to the proposed problem. In addition, it is essential that the teacher clarifies the possibility of the proposed solution to be reviewed by students and this brings about a continuous cycle of improvement in the initial solution. The process of teaching and learning thus becomes a reconstruction experience.
  • 7. CONCLUSIONS  Since introduction to programming is essential to the study of programming, students are required to understand concepts and applications pertaining to their training and monitoring in their professional journey. The teacher in charge of this course is responsible for creating a motivating and attractive environment to help develop students cognition  The experiment conducted in this study, using the Dojo as an educational tool proved to be positive with surprising results among the zero rate of dropout and 6% of absences. In previous classes, with the same teacher and teaching practices but without the use of Dojo, class absences reached a high rate of 23%.  Therefore, the role of activities and tools used would help the teacher in making the teaching process more interactive and collaborative. Bearing in mind that the research does not hinder the possibilities of success with other practices, more case studies can be developed for the search of other tools to be applied to the teaching of logic, such as games and use of robotic lego.
  • 8. REFERENCES  1] J. R. Rice, S. Rosen, History of the department of computer sciences at purdue university, Purdue University [ ]. : http://www.cs.purdue.edu/history/history. html [. .: 22 2010 .].  [2] Worldskills, WorldSkills International History, Ipsis Gráfica e Editora, 2010.  [3] J. Mazano, J. d. Oliveira, Algoritmos: logica para desenvolvimento de programação. 21a, São Paulo: Erica.  [4] E. P. Pimentel, V. F. de França, R. V. Noronha, N. Omar, Avaliação contínua da aprendizagem, das competências e habilidades em programação de computadores, in: Anais do Workshop de Informática na Escola, Vol. 1, 2003, pp. 533–544.  [5] Z. S. d. Silveira, Contradições entre capital e trabalho: concepções de educação tecnológica na reforma do ensino médio e técnico.  [6] J. Rooksby, J. Hunt, X. Wang, The theory and practice of randori coding dojos, in: International Conference on Agile Software Development, Springer, 2014, pp. 251–259.  [7] L. Bossavit, E. Gaillot, The coders dojo–a different way to teach and learn programming, in: International Conference on Extreme Programming and Agile Processes in Software Engineering, Springer, 2005, pp. 290–291.  [8] M. Bravo, A. Goldman, Reinforcing the learning of agile practices using coding dojos, in: International Conference on Agile Software Development, Springer, 2010, pp. 379–380.  [9] D. T. Sato, H. Corbucci, M. V. Bravo, Coding dojo: An environment for learning and sharing agile practices, in: Agile, 2008. AGILE’08. Conference, IEEE, 2008, pp. 459–464.  [10] E. Bache, The coding dojo handbook, Emily Bache, Canada.  [11] Dojo. URL http://apoie.org/Dojo.html  [12] D. T. Sato, H. Corbucci, M. V. Bravo, Coding dojo: An environment for learning and sharing agile practices, in: Agile, 2008. AGILE’08. Conference, IEEE, 2008, pp. 459–464.  [13] G. Rodríguez, Á. Soria, M. Campo, Measuring the impact of agile coaching on students performance, IEEE Transactions on Education 59 (3) (2016) 202–209
  • 9. ACKNOWLEDGMENT  Thank you for Tiradentes University (UNIT) support for this research.