USE OF CODING DOJO AS A TEACHING PRACTICE FOR OBJECT-ORIENTED PROGRAMMING
Coding Dojo; Object-Oriented Programming Teaching; Technical Education Programs in Informatics.
Computer programming is intrinsically linked to all areas of education in information technology (IT), from short-term courses to postgraduate degrees. It is crucial to develop competencies and skills related to programming, despite the challenges inherent in the knowledge-building process. Programming-related subjects are considered complex, as they often require prior knowledge that students may not have previously acquired. One example is the Object-Oriented Programming (OOP) course, which presents difficulties and high dropout rates due to the challenge of grasping concepts, developing logical reasoning, students’ lack of interest in the face of difficulties, and teaching methodologies. OOP is a system development paradigm based on the concepts of objects and classes, where classes are the templates for constructing objects, and objects are the instances of classes. The concepts and the way they are conveyed must be directly linked to the learners to achieve meaningful learning, given the subject’s difficulty, whether due to understanding the concepts or shifting the development paradigm from procedural to modularized. In technical education programs in informatics, difficulties in computer programming courses are also observed, often associated with the teaching method adopted by the instructor, which can hinder comprehension, and the lack of student engagement in the learning process. Active methodologies (AM) have contributed to improving the learning environment by promoting a collaborative approach. One of the AMs that stands out is Coding Dojo or Programming Dojos, which, in addition to integrating with other methodologies, offers versatility in creating collaborative environments through formats such as Kata, Randori, or Kake. In light of this, the main objective of this study is to develop a methodology using Coding Dojo for teaching OOP. The research methodology adopted was Design Science Research (DSR), focusing on solving applied problems using the nominal sequence of the Design Science Research Methodology (DSRM). The target audience is a class from the Technical Course in Informatics at a state school in Rio Grande do Norte.