Popularization of Computer Science: The Production of Educational Subjectis for Histories in Comic Books

Cicero Gonçalves dos Santos, Raquel M. de C. T. Figueiredo, M.A.S.N. Nunes, Icaro D. Silva, E. M. Salgueiro, Marianne Batista Diniz da Silva
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Abstract

The popularization of science consists in the generalization of scientific knowledge to society, adapting complex texts and making them accessible to the target audience. Among the advantages of this process are the attraction of new adepts to the area, the capacity to awaken new vocations, and the ability to make the public more receptive and apt for new experiences. In this way, the use of comics as tools of popularization is very promising. Among the greatest qualities of this procedure of simplification of scientific concepts are the receptivity of the juvenile public and the ease of reading. This article aims to present the steps for the development of educational scenarios for comics about Computer Science, considering the experiences acquired by the authors in the production of plots for the educational comics allowed the identification of the best steps their elaboration. These steps were mapped in stages, aiming to assist the community in the production and elaboration of educational scenarios. These steps are aimed at helping the development of the plots in a mature way for any area of teaching, so it is possible to guarantee that, independently of the target audience or subject matter, the storyline can reach its goal in introducing knowledge to the reader.
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计算机科学的普及:漫画中历史教育主题的产生
科学普及包括将科学知识向社会推广,改编复杂的文本并使其为目标受众所接受。这一过程的优点包括吸引新技术人员到该地区,能够唤醒新的职业,并能够使公众更容易接受和适应新的体验。这样一来,利用漫画作为普及的工具是很有前景的。这种简化科学概念的过程的最大特点之一是青少年公众的接受能力和阅读的便利性。本文旨在介绍计算机科学漫画的教育场景的发展步骤,考虑到作者在制作教育漫画情节方面获得的经验,可以确定他们阐述的最佳步骤。这些步骤是分阶段制定的,目的是协助社区编制和拟定教育方案。这些步骤旨在帮助以成熟的方式发展情节,适用于任何教学领域,因此可以保证,独立于目标受众或主题,故事情节可以达到向读者介绍知识的目标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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