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

Abstract


One of the most difficult challenges in teaching basic programming is maintaining students' interest and motivation in carrying out extra-class activities. When many students faced difficulties, they give up sending activities, which compromises their learning. In this context, gamification has been considered as a viable option. Thus, in this study, we investigated whether gamified design based on Csikszentmihalyi's theory of flow could help students persist and engage in extracurricular activities. An experimental study was conducted with students from private institutions of higher education in the field of technology, in gamified and non-gamified environments, for this purpose.

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Published
2023-11-06
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: BRAZILIAN SYMPOSIUM ON COMPUTERS IN EDUCATION (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.