O uso da Programação Competitiva como ferramenta didática no ensino de Computação: Um Mapeamento Sistemático
Resumo
Este estudo de mapeamento sistemático investiga o uso da Programação Competitiva (PC) no ensino de Computação. A busca em cinco bases resultou na seleção de nove estudos primários. Os resultados indicam que a PC tem sido empregada principalmente para desenvolver raciocínio algorítmico, resolução de problemas, motivação e engajamento, embora seus efeitos sobre o desempenho acadêmico ainda sejam inconclusivos. A maior parte dos trabalhos concentra-se na graduação e em atividades presenciais. Mesmo com a quantidade limitada de estudos, a PC se mostra uma estratégia pedagógica promissora e que demanda avaliações mais amplas e rigorosas.
Palavras-chave:
Programação Competitiva, Ensino de Computação, Estudo de Mapeamento Sistemático, Desempenho Acadêmico, Engajamento dos Alunos
Referências
Alarte, J., Galindo, C., and Silva, J. (2024). Programming contests as complementary activities in university programming courses. In Proceedings of the 16th International Conference on Computer Supported Education - Volume 2: CSEDU, pages 613–617. INSTICC, SciTePress.
Araujo, A., Kalinowski, M., and Baldassarre, M. (2024). Can participation in a hackathon impact the motivation of software engineering students? a preliminary case study analysis. In 2024 IEEE/ACM 17th International Conference on Cooperative and Human Aspects of Software Engineering (CHASE), pages 103–108, Los Alamitos, CA, USA. IEEE Computer Society.
Bandeira, I. N., Machado, T. V., Dullens, V. F., and Canedo, E. D. (2019). Competitive programming: A teaching methodology analysis applied to first-year programming classes. In 2019 IEEE Frontiers in Education Conference (FIE), pages 1–8.
Bonilla, R. I., Granda, R., and Lozano, E. (2020). Effects of a hackathon on the motivation and grades of cs1 students. In 2020 IEEE Global Engineering Education Conference (EDUCON), pages 773–778.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers Education, 55(2):566–575.
Chang, H.-T. and Lin, C.-Y. (2024). Improving student learning performance in machine learning curricula: A comparative study of online problem-solving competitions in chinese and english-medium instruction settings. Journal of Computer Assisted Learning, 40(5):2292–2305.
Fortino, A. and Rivera, M. (2021). Using coding competitions to develop stem skills in graduate education. In 2021 IEEE Integrated STEM Education Conference (ISEC), pages 15–20.
Guerra, L., Juárez, G., Pérez-Lezama, C., González, E., Campos-García, G., and Cacho, M. (2024). Enhancing problem-solving skills: The synergy of competitive programming and gamification strategy. pages 1–7.
Kitchenham, B. A. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical Report EBSE 2007-001, Keele University and Durham University Joint Report.
Kumar, A. (2000). The role of computer games in education. Educational Technology, 40(5):36–39.
Martins, G., Lopes de Souza, P. S., Jose Conte, D., and Bruschi, S. M. (2020). Learning parallel programming through programming challenges. In 2020 IEEE Frontiers in Education Conference (FIE), pages 1–9.
Miličević, A., Despotović-Zrakić, M., Stojanović, D., Suvajžić, M., and Labus, A. (2024). Academic performance indicators for the hackathon learning approach – the case of the blockchain hackathon. Journal of Innovation Knowledge, 9:100501.
Schmidt, H. G. (1983). Problem-based learning: rationale and description. Medical Education, 17(1):11–16.
Wallace, S. A. and Margolis, J. (2007). Exploring the use of competitive programming: observations from the classroom. Journal of Computing in Small Colleges, 23(2):33–39.
Workman, M. D., Luévanos, J. A., and Mai, B. (2022). A study of cybersecurity education using a present-test-practice-assess model. IEEE Transactions on Education, 65(1):40–45.
Araujo, A., Kalinowski, M., and Baldassarre, M. (2024). Can participation in a hackathon impact the motivation of software engineering students? a preliminary case study analysis. In 2024 IEEE/ACM 17th International Conference on Cooperative and Human Aspects of Software Engineering (CHASE), pages 103–108, Los Alamitos, CA, USA. IEEE Computer Society.
Bandeira, I. N., Machado, T. V., Dullens, V. F., and Canedo, E. D. (2019). Competitive programming: A teaching methodology analysis applied to first-year programming classes. In 2019 IEEE Frontiers in Education Conference (FIE), pages 1–8.
Bonilla, R. I., Granda, R., and Lozano, E. (2020). Effects of a hackathon on the motivation and grades of cs1 students. In 2020 IEEE Global Engineering Education Conference (EDUCON), pages 773–778.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers Education, 55(2):566–575.
Chang, H.-T. and Lin, C.-Y. (2024). Improving student learning performance in machine learning curricula: A comparative study of online problem-solving competitions in chinese and english-medium instruction settings. Journal of Computer Assisted Learning, 40(5):2292–2305.
Fortino, A. and Rivera, M. (2021). Using coding competitions to develop stem skills in graduate education. In 2021 IEEE Integrated STEM Education Conference (ISEC), pages 15–20.
Guerra, L., Juárez, G., Pérez-Lezama, C., González, E., Campos-García, G., and Cacho, M. (2024). Enhancing problem-solving skills: The synergy of competitive programming and gamification strategy. pages 1–7.
Kitchenham, B. A. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical Report EBSE 2007-001, Keele University and Durham University Joint Report.
Kumar, A. (2000). The role of computer games in education. Educational Technology, 40(5):36–39.
Martins, G., Lopes de Souza, P. S., Jose Conte, D., and Bruschi, S. M. (2020). Learning parallel programming through programming challenges. In 2020 IEEE Frontiers in Education Conference (FIE), pages 1–9.
Miličević, A., Despotović-Zrakić, M., Stojanović, D., Suvajžić, M., and Labus, A. (2024). Academic performance indicators for the hackathon learning approach – the case of the blockchain hackathon. Journal of Innovation Knowledge, 9:100501.
Schmidt, H. G. (1983). Problem-based learning: rationale and description. Medical Education, 17(1):11–16.
Wallace, S. A. and Margolis, J. (2007). Exploring the use of competitive programming: observations from the classroom. Journal of Computing in Small Colleges, 23(2):33–39.
Workman, M. D., Luévanos, J. A., and Mai, B. (2022). A study of cybersecurity education using a present-test-practice-assess model. IEEE Transactions on Education, 65(1):40–45.
Publicado
23/09/2026
Como Citar
SILVA, Gustavo Henrique Aragão; ARRUDA, João Pedro Cardoso.
O uso da Programação Competitiva como ferramenta didática no ensino de Computação: Um Mapeamento Sistemático. In: ESCOLA REGIONAL DE COMPUTAÇÃO BAHIA, ALAGOAS E SERGIPE (ERBASE), 26. , 2026, Maragogi/AL.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 715-724.
DOI: https://doi.org/10.5753/erbase.2026.32323.
