Jogos com LEDs Endereçáveis: Uma Metodologia Usando LLMs Integrando JavaScript, Arduino, Wifi e NotebookLM
Resumo
Jogos digitais consolidaram-se como ferramentas pedagógicas de aprendizagem ativa, porém, ainda apresentam desafios de implementação. Este trabalho apresenta uma metodologia para o desenvolvimento de jogos de Arcade utilizando LLMs. Os jogos são inicialmente gerados em JavaScript com o auxílio de LLMs e, posteriormente, adaptados para microcontroladores com matrizes de LEDs endereçáveis WS2812b. A interação é ampliada por meio de comunicação cliente-servidor ou MQTT com o controle via dispositivos móveis. Visando favorecer a reprodutibilidade e o uso educacional, os códigos e os prompts utilizados estão disponíveis em um repositório público. Adicionalmente, uma documentação suplementar foi elaborada com o NotebookLM.Referências
Araújo, H. C., Lisboa, M. O., Pereira, P. H. C., de Castro Freitas, I., Villela, M. L. B., and Ferreira, R. (2026). Desenvolvimento de ferramentas educacionais para computação com apoio de modelos generativos de linguagem. Revista Brasileira de Informática na Educação, 34:279–313.
Englhardt, Z., Li, R., Nissanka, D., Zhang, Z., Narayanswamy, G., Breda, J., Liu, X., Patel, S., and Iyer, V. (2024). Exploring and characterizing large language models for embedded system development and debugging. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pages 1–9.
Ferreira, R., Canesche, M., Jamieson, P., Neto, O. P. V., and Nacif, J. A. (2024a). Examples and tutorials on using google colab and gradio to create online interactive student-learning modules. Computer Applications in Engineering Education, page e22729.
Ferreira, R., Sabino, C., Canesche, M., Neto, O. P. V., and Nacif, J. A. (2024b). Aiot tool integration for enriching teaching resources and monitoring student engagement. Internet of Things, 26:101045.
Freitas, I., Coura, P., Nacif, J. A., and Ferreira, R. (2025). Programação de jogos com google colab e chatgpt. In Lab. de Ideias - Simpósio Brasileiro de Educação em Computação (EDUCOMP), pages 22–24. SBC.
Johnson, D., Estepp, C., and Doss, W. (2025). Using generative ai for microcontroller programming: Effects on experienced and inexperienced programmers. Journal of Agricultural Systems, Technology, and Management, 36(1):27–41.
Johnson, D. M., Doss, W., and Estepp, C. M. (2024). Agriculture students’ use of generative artificial intelligence for microcontroller programming. Natural Sciences Education, 53(2):e20155.
Li, Y., Shi, J., and Zhang, Z. (2024). An approach for rapid source code development based on chatgpt and prompt engineering. IEEE Access, 12:53074–53087.
Martikkala, A., David, J., and Ituarte, I. F. (2024). Chatgpt+ arduino-a powerful approach for unique use-case tailored sensors. In IET Conference Proceedings CP885, volume 2024, pages 124–131. IET.
Pereira, M. F. and Oyamada, M. S. (2023). Applying arduino and individually addressable led strips to the development of interactive materials to promote computer science undergraduate course. In Congresso Latino-Americano de Software Livre e Tecnologias Abertas (Latinoware), pages 97–101. SBC.
Petrović, N., Koničanin, S., and Suljović, S. (2023). Chatgpt in iot systems: Arduino case studies. In IEEE Int. Conference on Microelectronics (MIEL).
Rocha, A., Sousa, L., Alves, M., and Sousa, A. (2024). The underlying potential of nlp for microcontroller programming education. Computer Applications in Engineering Education, 32(6):e22778.
Sambo, K. U. et al. (2025). Barriers to gamification adoption in education: A systematic review of cultural, technological, and institutional challenges in developing countries. Information Development.
UFV (2026). Repositório com Prompt e Demonstrações. [link]. [Online].
Yulia, N. M. et al. (2025). Use of game-based learning media education as an effort to increase interest elementary school students learning. JERIT: Journal of Educational Research and Innovation Technology, 2(1):38–45.
Englhardt, Z., Li, R., Nissanka, D., Zhang, Z., Narayanswamy, G., Breda, J., Liu, X., Patel, S., and Iyer, V. (2024). Exploring and characterizing large language models for embedded system development and debugging. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pages 1–9.
Ferreira, R., Canesche, M., Jamieson, P., Neto, O. P. V., and Nacif, J. A. (2024a). Examples and tutorials on using google colab and gradio to create online interactive student-learning modules. Computer Applications in Engineering Education, page e22729.
Ferreira, R., Sabino, C., Canesche, M., Neto, O. P. V., and Nacif, J. A. (2024b). Aiot tool integration for enriching teaching resources and monitoring student engagement. Internet of Things, 26:101045.
Freitas, I., Coura, P., Nacif, J. A., and Ferreira, R. (2025). Programação de jogos com google colab e chatgpt. In Lab. de Ideias - Simpósio Brasileiro de Educação em Computação (EDUCOMP), pages 22–24. SBC.
Johnson, D., Estepp, C., and Doss, W. (2025). Using generative ai for microcontroller programming: Effects on experienced and inexperienced programmers. Journal of Agricultural Systems, Technology, and Management, 36(1):27–41.
Johnson, D. M., Doss, W., and Estepp, C. M. (2024). Agriculture students’ use of generative artificial intelligence for microcontroller programming. Natural Sciences Education, 53(2):e20155.
Li, Y., Shi, J., and Zhang, Z. (2024). An approach for rapid source code development based on chatgpt and prompt engineering. IEEE Access, 12:53074–53087.
Martikkala, A., David, J., and Ituarte, I. F. (2024). Chatgpt+ arduino-a powerful approach for unique use-case tailored sensors. In IET Conference Proceedings CP885, volume 2024, pages 124–131. IET.
Pereira, M. F. and Oyamada, M. S. (2023). Applying arduino and individually addressable led strips to the development of interactive materials to promote computer science undergraduate course. In Congresso Latino-Americano de Software Livre e Tecnologias Abertas (Latinoware), pages 97–101. SBC.
Petrović, N., Koničanin, S., and Suljović, S. (2023). Chatgpt in iot systems: Arduino case studies. In IEEE Int. Conference on Microelectronics (MIEL).
Rocha, A., Sousa, L., Alves, M., and Sousa, A. (2024). The underlying potential of nlp for microcontroller programming education. Computer Applications in Engineering Education, 32(6):e22778.
Sambo, K. U. et al. (2025). Barriers to gamification adoption in education: A systematic review of cultural, technological, and institutional challenges in developing countries. Information Development.
UFV (2026). Repositório com Prompt e Demonstrações. [link]. [Online].
Yulia, N. M. et al. (2025). Use of game-based learning media education as an effort to increase interest elementary school students learning. JERIT: Journal of Educational Research and Innovation Technology, 2(1):38–45.
Publicado
19/07/2026
Como Citar
FERREIRA, Ricardo; COSTA, Talles; FREITAS, Isabela de Castro; PEREIRA, Pedro Coura; FARIA, Alice; PACÍFICO, Racyus D. G..
Jogos com LEDs Endereçáveis: Uma Metodologia Usando LLMs Integrando JavaScript, Arduino, Wifi e NotebookLM. In: WORKSHOP DE INOVAÇÃO, DESENVOLVIMENTO, EDUCAÇÃO E INCLUSÃO COM AÇÕES MAKER (IDEIA), 2. , 2026, Gramado/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 102-111.
DOI: https://doi.org/10.5753/ideia.2026.20776.