Author(s):
Oliveira Jr., Emerson ; Bertolli, Luisa de ; Marchi, Ana Carolina de ; Pasqualotti, Adriano ; Gil, Henrique
Date: 2023
Persistent ID: http://hdl.handle.net/10400.11/8762
Origin: Repositório Científico do Instituto Politécnico de Castelo Branco
Subject(s): Older adult; Computacional thinking; Scratch; Cognition; Socialization; Pessoas idosas; Pensamento computacional; Cognição; Socialização
Description
This article proposes a didactic sequence based on the assumptions of computational thinking for older adults. The method used involved defining, applying, and evaluating a didactic sequencestructured in ten experiences. The development of experiences occurred once a week, lasting 90 minutes, for seven months. The didactic sequence was elaborated with several activities that were carried out through the block programming language Scratch. The main result points out that it is possible to use computational thinking in pedagogical activities for older adultsresulting in cognitive gains and greater socialization.