Gamificação e a Experiência de Fluxo no Aprendizado de Programação Básica no Ensino Superior

  • Priscilla Fonseca de Abreu Braz UERJ
  • Geiser Chalco UFERSA
  • Jário Santos USP
  • Marcelo Reis UFAL
  • Seiji Isotani USP
  • Ig Ibert Bittencourt UFAL

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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Publicado
06/11/2023
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BRAZ, Priscilla Fonseca de Abreu; CHALCO, Geiser; SANTOS, Jário; REIS, Marcelo; ISOTANI, Seiji; BITTENCOURT, Ig Ibert. Gamificação e a Experiência de Fluxo no Aprendizado de Programação Básica no Ensino Superior. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 34. , 2023, Passo Fundo/RS. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 . p. 900-911. DOI: https://doi.org/10.5753/sbie.2023.235137.