Gamification in Vocational Guidance: An Interactive Platform for Science and Technology Students

  • José Nunes de Sousa Neto UFMA
  • Mario Meireles Teixeira UFMA
  • Alana Oliveira UFMA

Abstract


This study addresses the issue of vocational indecision and dropout in higher education, focusing on the Interdisciplinary Bachelor’s Degree in Science and Technology (BICT) and Engineering programs at the Federal blind (blind). The interdisciplinary nature of these courses, while enriching, often leads to significant challenges in selecting curricular components and defining professional trajectories. The digital era, in turn, offers new possibilities for academic support and career guidance; however, many students still face uncertainties in their career choices. This work aims to develop and evaluate a Gamified Vocational Guidance Platform as a practical solution to these challenges. The methodology involved the application of gamification elements and recommendation systems to create an interactive and personalized experience, encouraging reflection and student engagement in vocational decision-making. The study contributes to higher education by offering a practical approach to address vocational indecision and enhance the academic experience of students.

Keywords: Learning Analytics, Educational Informatics, Human-Computer Interaction (HCI)

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Published
2025-12-04
SOUSA NETO, José Nunes de; TEIXEIRA, Mario Meireles; OLIVEIRA, Alana. Gamification in Vocational Guidance: An Interactive Platform for Science and Technology Students. In: REGIONAL SCHOOL ON COMPUTING OF CEARÁ, MARANHÃO, AND PIAUÍ (ERCEMAPI), 13. , 2025, São Luís/MA. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 143-151. DOI: https://doi.org/10.5753/ercemapi.2025.17486.