Flipped Learning Applied to Programming

Educational Cards
The educational cards were developed to support the teacher in the application of inverted activities for the students involved in the teaching of introductory programming. The application of educational cards aims to solve the gaps in the traditional model of flipped learning and maximize learning. Regarding the colors of the educational cards, the yellow color is related to the regulation area related to cognition. The pink color is related to the regulation area related to motivation/affection. The purple color is related to the context-related regulation area and the blue color is related to the behavior-related regulation area.
Educational Card 1
Reflecting on Different Computing Solutions.
​
To access the educational card in English click here
​
Educational Card 4
Detecting important problem items before encoding.
​
To access the educational card in English click here
​
Educational Card 7
Educational Card 10
Analyzing pros and cons in programming.
​
To access the educational card in English click here
​
​
Educational Card 13
Kanban for self-assessment of theoretical and practical programming content.
​
Educational Card 16
Educational Card 19
Educational Card 22
Planning, monitoring, acting and reflecting on the programming context.
​
To access the educational card in English click here
​
Educational Card 25
Viewing obstacles from a positive perspective in programming.
​
Educational Card 28
Developing trusting relationships in programming.
​
Educational Card 2
Establishing a shared understanding of programming concepts.
To access the educational card in English click here
​
Educational Card 5
Analyzing and building on third-party software artifacts.
​
To access the educational card in English click here
​
Educational Card 8
Learning from mistakes and successes in programming.
​
Educational Card 11
Drawing the solution before coding.
​
To access the educational card in English click here
​
​
Educational Card 14
Educational Card 17
Educational Card 20
Monitoring the resolution of programming problems.
​
Educational Card 23
Coding DOJO (Kata) in introductory programming.
​
Educational Card 26
Educational Card 3
Practicing and understanding the fundamentals before starting programming.
To access the educational card in English click here
​
Educational Card 6
Educational Card 9
Writing, monitoring, editing and reviewing program code.
​
Educational Card 12
Using diagrams to explain the solution design and its connections with the code.
Educational Card 15
Scrum for managing collaborative programming tasks.
​
Educational Card 18
Educational Card 21
Educational Card 24
Coding DOJO (Randeri) in introductory programming.
​



























