Gamificação e a Experiência de Fluxo no Aprendizado de Programação Básica no Ensino Superior
Resumo
Um dos maiores desafios na área de ensino de programação básica é manter o interesse e a motivação dos alunos na realização das atividades extraclasses, pois muitos deles ao se depararem com dificuldades, desistem de fazer as atividades opcionais, comprometendo seu aprendizado. A gamificação tem sido considerada uma possibilidade relevante nesse contexto. No presente trabalho foi investigado se o design gamificado fundamentado na teoria de fluxo de Csikszentmihalyi poderia ajudar os alunos a persistirem e se engajarem em atividades extracurriculares. Para isso, foi realizado um estudo experimental com alunos de instituições privadas de Ensino Superior da área de Tecnologia, em ambientes gamificado e não gamificado.
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