TitiCode: Juego de mesa para incentivar el pensamiento computacional, la programación y la inteligencia artificial (IA) en los estudiantes de educación básica primaria y secundaria
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Fecha
2025
Autores
Díaz Quiroz, Álvaro Enrique
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Ediciones Universidad Simón Bolívar
Facultad de Ingenierías
Facultad de Ingenierías
Resumen
Este proyecto presenta el diseño, implementación y evaluación de TitiCode, un juego de
mesa pedagógico creado para fomentar el pensamiento computacional, la programación y
los conceptos básicos de inteligencia artificial en estudiantes de educación básica primaria
y secundaria. A través de un enfoque lúdico e inclusivo, se buscó transformar la forma en
que los estudiantes se acercan a estos saberes fundamentales en la era digital. El estudio
se desarrolló en tres fases: diagnóstico inicial de conocimientos, diseño del recurso
didáctico y validación en contextos escolares. Los resultados evidenciaron un aumento
significativo en la comprensión de los conceptos abordados, así como una mejora en la
motivación, el trabajo colaborativo y la resolución de problemas por parte de los
estudiantes. La investigación demuestra que el aprendizaje puede ser significativo y divertido cuando se promueve desde una perspectiva activa y participativa. TitiCode se
posiciona como una herramienta innovadora con potencial de escalabilidad, capaz de
generar interés genuino en el ámbito de las ciencias computacionales desde edades
tempranas.
This project presents the design, implementation, and evaluation of TitiCode, an educational board game created to foster computational thinking, programming, and basic concepts of artificial intelligence in primary and secondary school students. Through a playful and inclusive approach, the goal was to transform the way students approach these fundamental concepts in the digital age. The study was conducted in three phases: initial knowledge assessment, design of the teaching resource, and validation in school settings. The results showed a significant increase in the students' understanding of the concepts covered, as well as improved motivation, collaborative work, and problem-solving. This research demonstrates that learning can be meaningful and fun when promoted from an active and participatory perspective. TitiCode is positioned as an innovative tool with scalability potential, capable of generating genuine interest in the field of computer science from an early age.
This project presents the design, implementation, and evaluation of TitiCode, an educational board game created to foster computational thinking, programming, and basic concepts of artificial intelligence in primary and secondary school students. Through a playful and inclusive approach, the goal was to transform the way students approach these fundamental concepts in the digital age. The study was conducted in three phases: initial knowledge assessment, design of the teaching resource, and validation in school settings. The results showed a significant increase in the students' understanding of the concepts covered, as well as improved motivation, collaborative work, and problem-solving. This research demonstrates that learning can be meaningful and fun when promoted from an active and participatory perspective. TitiCode is positioned as an innovative tool with scalability potential, capable of generating genuine interest in the field of computer science from an early age.
Descripción
Palabras clave
Pensamiento computacional, Programación, Inteligencia artificial, Gamificación, Educación básica, Innovación, Juego de mesa