This paper focuses on the theme of educational technologies in the context of early writing learning. To this end, it delves into the concept of Computational Thinking and its direction for basic school education - Educational Computational Thinking. When approaching Computational Thinking, the strands called plugged (plugged - use of digital resources) and unplugged (without the use of digital resources) emerge. The research proposes its exploration based on the following considerations: What are the elements of Computational Thinking that enable more contextualized teaching and learning? What is the concept of Literacy and Literacy? and What are the key elements of early writing learning? After a theoretical study about computational thinking, unplugged computational thinking, acquisition of the Alphabetic Writing System and national computing policies, the research moves on to a theoretical-practical approach in the materialization of a learning object - a physical game based on the pillars of the PC aimed at literacy and literacy. In this article, the reader will find the printable version of the game and guidelines for practical application.
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