BitBeak: Gamification and Manga as Support for Programming Teaching
Abstract
O ensino de programação enfrenta desafios relacionados ao engajamento e à retenção de estudantes, especialmente em disciplinas introdutórias que frequentemente apresentam altas taxas de evasão. Diversos fatores — como a complexidade dos conceitos iniciais em lógica de programação, estruturas de controle, manipulação de variáveis, desenvolvimento de algoritmos, uso de funções, arrays e listas, e estruturas de dados básicas como pilhas e filas — aliados à falta de motivação, podem dificultar a aprendizagem e o progresso dos alunos na área. Este artigo apresenta o BitBeak, uma ferramenta educacional gamificada que utiliza narrativas em estilo mangá para tornar o ensino de programação mais acessível e envolvente. O impacto dessa abordagem foi avaliado por meio do modelo MEEGA+, analisando usabilidade, experiência do jogador e percepção de aprendizado. O estudo envolveu estudantes universitários que interagiram com a plataforma, com aplicação de métricas quantitativas e qualitativas para mensurar engajamento e retenção de conhecimento. Os resultados indicam que a combinação entre gamificação e mangás aumenta a motivação e a compreensão conceitual dos alunos, apoiando os processos de ensino e aprendizagem em programação.
Keywords:
Gamificação, mangás, ensino de programação, aprendizagem ativa, MEEGA
References
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Yu-kai Chou. 2015. Actionable Gamification: Beyond Points, Badges, and Leaderboards. CreateSpace Independent Publishing Platform, Fremont, CA. Trade paperback, 506p..
S. Deterding, D. Dixon, R. Khaled, and L. Nacke. 2011. From game design elements to gamefulness: Defining “gamification”. In 15th International Academic MindTrek Conference. 9–15. DOI: 10.1145/2181037.2181040
Marcin Fojcik, Martyna K. Fojcik, Sven-Olai Høyland, and Jon Øivind Hoem. 2022. Reflections on Didactical Challenges in Teaching Computer Programming. In Education and New Developments 2022, M. Carmo (Ed.). inScience Press, Lisbon, Portugal, Chapter 42, 517–529. [link]
James Paul Gee. 2003. What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, New York, NY.
Melanie C. Green and Timothy C. Brock. 2000. The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology 79, 5 (2000), 701–721. DOI: 10.1037/0022-3514.79.5.701
Juho Hamari, Jonna Koivisto, and Harri Sarsa. 2014. Does gamification work? – A literature review of empirical studies on gamification. In 47th Hawaii International Conference on System Sciences (HICSS). 3025–3034. DOI: 10.1109/HICSS.2014.377
Gustavo Petri, Claudia Gresse vonWangenheim, and Adilson Luiz de Oliveira Borgatto. 2018. MEEGA+: A Method for the Evaluation of Educational Games for Computing Education. Technical Report INCoD/GQS.05.2018.E. Universidade Federal de Santa Catarina (UFSC), INCoD/GQS Research Group, Florianópolis, Brazil. [link]
R. M. Ryan and E. L. Deci. 2000. Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology 25, 1 (2000), 54–67. DOI: 10.1006/ceps.1999.1020
Katie Salen, Robert Torres, Loretta Wolozin, Rebecca Rufo-Tepper, and Arana Shapiro. 2011. Quest to Learn: Developing the School for Digital Kids. The MIT Press, Cambridge, MA. [link]
Sangho Suh, Celine Latulipe, Ken Jen Lee, Bernadette Cheng, and Edith Law. 2021. Using Comics to Introduce and Reinforce Programming Concepts in CS1. In BitBeak: Gamificação e Mangás como Apoio ao Ensino de Programação Proceedings of the 52nd ACM Technical Symposium on Computer Science Education (SIGCSE ’21). Association for Computing Machinery, New York, NY, USA, 852–858. DOI: 10.1145/3408877.3432465
Jakub Swacha and Justyna Szydłowska. 2023. Does Gamification Make a Difference in Programming Education? Evaluating FGPE-Supported Learning Outcomes. Education Sciences 13, 10 (2023), 984. DOI: 10.3390/educsci13100984
Published
2025-09-22
How to Cite
ALVES, Gustavo Henrique; SOUZA, Marcos Vinicius Alves de; NAVARRO, Tiago Adelino.
BitBeak: Gamification and Manga as Support for Programming Teaching. In: BRAZILIAN SYMPOSIUM ON SOFTWARE ENGINEERING (SBES), 39. , 2025, Recife/PE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 450-458.
ISSN 2833-0633.
DOI: https://doi.org/10.5753/sbes.2025.10694.
