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Prédio da universidade

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.

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Educational Card 1

Reflecting on Different Computing Solutions.

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Educational Card 4

Detecting important problem items before encoding.

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Educational Card 7

Coding together from previous experiences.

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Educational Card 10

Analyzing pros and cons in programming.

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Educational Card 13

Kanban for self-assessment of theoretical and practical programming content.

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Educational Card 16

Understanding programming patterns.

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Educational Card 19

Combining programming patterns

 

 

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Educational Card 22

Planning, monitoring, acting and reflecting on the programming context.

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Educational Card 25

Viewing obstacles from a positive perspective in programming.

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Educational Card 28

Developing trusting relationships in programming.

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Educational Card 2

Establishing a shared understanding of programming concepts.

 

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Educational Card 5

Analyzing and building on third-party software artifacts.

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Educational Card 8

Learning from mistakes and successes in programming.

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Educational Card 11

Drawing the solution before coding.

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Educational Card 14

Kanban for managing programming tasks.

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Educational Card 17

Experiencing programming patterns.

 

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Educational Card 20

Monitoring the resolution of programming problems.

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Educational Card 23

Coding DOJO (Kata) in introductory programming.

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Educational Card 26

Reducing programming anxiety.

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Educational Card 3

Practicing and understanding the fundamentals before starting programming.

 

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Educational Card 6

Subdiving the problem.

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Educational Card 9

Writing, monitoring, editing and reviewing program code.

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Educational Card 12

Using diagrams to explain the solution design and its connections with the code.

 

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Educational Card 15

Scrum for managing collaborative programming tasks.

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Educational Card 18

Adapting programming patterns.

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Educational Card 21

Monitoring motivation in programming.

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Educational Card 24

Coding DOJO (Randeri) in introductory programming.

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Educational Card 27

Promoting participation in programming.

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©2022 Flipped Learning Applied to Programming

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