PENSAMENTO COMPUTACIONAL , LINGUAGEM ESCRITA E CRIATIVIDADE

O CICLO DE REMIDIAÇÃO ATIVA NA AUTORIA DE NARRATIVAS DIGITAIS COM SCRATCH

Authors

DOI:

https://doi.org/10.34019/2447-5246.2026.v31.50869

Abstract

The present article addresses the issue of curricular fragmentation, in which the teaching of written language proficiency and the development of Computational Thinking (CT) are approached as separate domains, contributing to student deficiencies in cohesion, coherence, and logical reasoning. Given this, the present study proposed and tested an integrative methodological model: the Active Remediation Cycle (ARC). The main objective was to investigate the viability and initial impact of a condensed instructional sequence of the ARC, focused on the authorship of interactive digital fables in the Scratch environment, with 15 eighth-grade elementary school students, over the course of six lessons. The methodology, which was qualitative and participatory (case study), used the triangulation of assessment rubrics, observation, and interviews. The results corroborate the central premise of interdependence, confirming that the rigor of written language Cohesion/Coherence, according to Koch (2020), is fed back by the precision of programming logic (Algorithmization, according to CSTA, 2024). Creativity based on Torrance (1990) proved to be a strong catalyst, with textual originality driving digital multimodal elaboration. The main diagnostic implication lies in temporal divergence, justifying the refinement of the research design to 12 lessons, aiming to move the acquisition of skills from the functional to the sophisticated level, consolidating the Multiliteracy and Protagonism competencies of the Base Nacional Comum Curricular (BNCC)

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Author Biographies

Priscila Castioni Isele, Universidade Federal do Rio Grande do Sul

PhD and CNPq scholarship holder in Technological Development and Innovative Extension in the Postgraduate Program in Informatics in Education - UFRGS, collaborating researcher at the Social Startup Missão Criativa. Holds a degree in Architecture and Urbanism, a technical course in Interior Design, and a postgraduate degree in Smart Cities: Technology and Innovation. Master's degree from the Stricto Sensu Postgraduate Program in Architecture and Urbanism at ATITUS Educação. Linked to the research line: Computerized Environments and Distance Learning with emphasis on the development of computational thinking and natural language with creativity. With experience in education and active learning methodologies.

Marcelo Magalhães Foohs, Universidade Federal do Rio Grande do Sul

Full Professor at the Federal University of Rio Grande do Sul (UFRGS), PhD in Informatics in Education from PPGIE/UFRGS. He works in the Department of Specialized Studies at the Faculty of Education and is a permanent professor in the Postgraduate Program in Informatics in Education. Since 1999, he has dedicated himself to the field of informatics in education, with interests encompassing learning object repositories, development of educational objects, digital media, educational games, computer-mediated collaborative learning, educational theories applied to information and communication technologies, linguistics applied to computing, artificial intelligence in education, and language acquisition processes.

Published

2026-05-04

How to Cite

Castioni Isele, P., & Magalhães Foohs, M. (2026). PENSAMENTO COMPUTACIONAL , LINGUAGEM ESCRITA E CRIATIVIDADE: O CICLO DE REMIDIAÇÃO ATIVA NA AUTORIA DE NARRATIVAS DIGITAIS COM SCRATCH. Educação Em Foco, 31(1), e31014. https://doi.org/10.34019/2447-5246.2026.v31.50869