Estratégias de Gamificação Personalizadas no Ensino de Programação: Uma Revisão Sistemática da Literatura

Resumo


Este artigo identifica as melhores práticas para a aplicação eficaz da gamificação no ensino de programação por meio de uma revisão sistemática da literatura, abrangendo estudos de 2019 a 2024. Analisando 45 artigos, revela que estratégias de gamificação personalizadas, que consideram perfis individuais dos alunos, são essenciais para melhorar o engajamento e os resultados de aprendizagem. A revisão destaca a importância de adaptar a gamificação às características, estilos de aprendizagem e motivações dos alunos. Conclui-se que a personalização da gamificação é fundamental para o sucesso, proporcionando uma experiência de aprendizagem mais significativa e motivadora.
Palavras-chave: Gamificação, Personalização, Ensino de Programação, Engajamento dos Alunos, Perfis de Estudantes

Referências

Adrián Domínguez, Luis de-Marcos, & José-Javier Martínez-Herráiz. (2020). Effects of Competitive and Cooperative Classroom Response Systems on Quiz Performance and Programming Skills in a Video Game Programming Course. Association for Computing Machinery.

Ahmad, A., Zeshan, F., Khan, M. S., Marriam, R., Ali, A., & Samreen, A. (2020). The Impact of Gamification on Learning Outcomes of Computer Science Majors. ACM Transactions on Computing Education, 20(2). DOI: 10.1145/3383456.

Awais Hassan, M., Habiba, U., Khalid, H., Shoaib, M., & Arshad, S. (2019). An Adaptive Feedback System to Improve Student Performance Based on Collaborative Behavior. IEEE Access, 7, 107171–107178. DOI: 10.1109/ACCESS.2019.2931565.

Bucchiarone, A., Martorella, T., Frageri, D., & Colombo, D. (2024). PolyGloT: A personalized and gamified eTutoring system for learning modelling and programming skills. Science of Computer Programming, 231. DOI: 10.1016/j.scico.2023.103003.

Calles-Esteban, F., Hellín, C. J., Tayebi, A., Liu, H., López-Benítez, M., & Gómez, J. (2024). Influence of Gamification on the Commitment of the Students of a Programming Course: A Case Study. Applied Sciences (Switzerland), 14(8). DOI: 10.3390/app14083475.

Chalermsook, K., & Anutariya, C. (2022). CareerVio: A Platform for Personalized Collaborative and Gamified Software Engineering MOOCs. 2022 19th International Joint Conference on Computer Science and Software Engineering, JCSSE 2022. DOI: 10.1109/JCSSE54890.2022.9836240.

Challco, G. C., & Isotani, S. (2019). The Effects of Ontology-Based Gamification in Scripted Collaborative Learning *. [link].

Chaudhari, M. D., Walavalkar, S. U., Hajgude, J., Nailwal, R. I., & Parpyani, K. (2023). An Innovative Approach Towards Enhancing the Indian Higher Education Systems Using Blockchain. Proceedings of 2023 International Conference on Signal Processing, Computation, Electronics, Power and Telecommunication, IConSCEPT 2023. DOI: 10.1109/IConSCEPT57958.2023.10170288.

Chen, C. Y., Su, S. W., Lin, Y. Z., & Sun, C. T. (2023). The Effect of Time Management and Help-Seeking in Self-Regulation-Based Computational Thinking Learning in Taiwanese Primary School Students. Sustainability (Switzerland), 15(16). DOI: 10.3390/su151612494.

Choi, W. C., Lei, H., & Mendes, A. J. (2023). Motivating the New Generation: Using Flipped Classroom and ARCS Model to Enhance Block-Based Programming Education. Proceedings - Frontiers in Education Conference, FIE. DOI: 10.1109/FIE58773.2023.10342942.

Cigdem, H., Korkusuz, M. E., & Karaçaltı, C. (2024). Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course. Computer Applications in Engineering Education, 32(2). DOI: 10.1002/cae.22697.

Cuervo-Cely, K. D., Restrepo-Calle, F., & Ramírez-Echeverry, J. J. (2022). EFFECT OF GAMIFICATION ON THE MOTIVATION OF COMPUTER PROGRAMMING STUDENTS. Journal of Information Technology Education: Research, 21. DOI: 10.28945/4917.

De Pontes, R. G., Guerrero, D. D. S., & De Figueiredo, J. C. A. (2019). Analyzing gamification impact on a mastery learning introductory programming course. SIGCSE 2019 - Proceedings of the 50th ACM Technical Symposium on Computer Science Education, 400–406. DOI: 10.1145/3287324.3287367

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. DOI: 10.1145/2181037.2181040

Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. In International Journal of Educational Technology in Higher Education (Vol. 14, Issue 1). Springer Netherlands. DOI: 10.1186/s41239-017-0042-5

Drissi, S., Chefrour, A., Boussaha, K., & Zarzour, H. (2024). Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework. Education and Information Technologies. DOI: 10.1007/s10639-024-12477-6

Edwards, S. H., & Li, Z. (2020, November 19). A Proposal to Use Gamification Systematically to Nudge Students Toward Productive Behaviors. ACM International Conference Proceeding Series. DOI: 10.1145/3428029.3428057

Ericson, B., Hoffman, B., & Rosato, J. (2020, October 28). CSAwesome: AP CSA curriculum and professional development (practical report). ACM International Conference Proceeding Series. DOI: 10.1145/3421590.3421593

Figueiredo, J., & García-Peñalvo, F. J. (2020). Intelligent Tutoring Systems approach to Introductory Programming Courses. ACM International Conference Proceeding Series, 34–39. DOI: 10.1145/3434780.3436614

Francisco, V., Moreno-Ger, P., & Hervas, R. (2022). Application of Competitive Activities to Improve Students’ Participation. IEEE Transactions on Learning Technologies, 15(1), 2–14. DOI: 10.1109/TLT.2022.3153174

Garcia, C., & Lemos, N. (2023). The Gamification of E-learning Environments for Learning Programming. [link]

Ghaban, W., & Hendley, R. (2019). Understanding the effect of gamification on learners with different personalities. CSEDU 2019 - Proceedings of the 11th International Conference on Computer Supported Education, 2, 392–400. DOI: 10.5220/0007730703920400

Hastings, J., Weitl-Harms, S., Spanier, A., Rokusek, M., & Henszey, R. (2022). ZORQ: A Gamification Framework for Computer Science Education. Proceedings - Frontiers in Education Conference, FIE, 2022-October. DOI: 10.1109/FIE56618.2022.9962487

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. DOI: 10.1109/HICSS.2014.377

Imran, H. (2023). An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course. Journal of Educational Computing Research, 61(4), 847–874. DOI: 10.1177/07356331221144074

Indriasari, T. D., Luxton-Reilly, A., & Denny, P. (2021). Improving Student Peer Code Review Using Gamification. ACM International Conference Proceeding Series, 80–87. DOI: 10.1145/3441636.3442308

Ioana Ghergulescu, Dan Zhao, Gabriel Miro Muntean, & Cristina Hava Muntean. (2019). Improving Learning Satisfaction in a Programming Course by Using Course-Level Personalisation with NEWTELP.

Jemmali, C., El-Nasr, M. S., & Cooper, S. (2022, September 5). The Effects of Adaptive Procedural Levels on Engagement and Performance in an Educational Programming Game. ACM International Conference Proceeding Series. DOI: 10.1145/3555858.3555892

Kanellopoulou, I., Garaizar, P., & Guenaga, M. (2021). First Steps towards Automatically Defining the Difficulty of Maze-Based Programming Challenges. IEEE Access, 9, 64211–64223. DOI: 10.1109/ACCESS.2021.3075027

Kasahara, R., Sakamoto, K., Washizaki, H., & Fukazawa, Y. (2019). Applying Gamification to Motivate Students to Write High-Quality Code in Programming Assignments. Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education, 92–98. DOI: 10.1145/3304221.3319792

Katchapakirin, K., Anutariya, C., & Supnithi, T. (2022). ScratchThAI: A conversation based learning support framework for computational thinking development. Education and Information Technologies, 27(6), 8533–8560. DOI: 10.1007/s10639-021-10870-z

Kian, T. W., Sunar, M. S., & Su, G. E. (2022). The Analysis of Intrinsic Game Elements for Undergraduates Gamified Platform Based on Learner Type. IEEE Access, 10, 120659–120679. DOI: 10.1109/ACCESS.2022.3218625

Kitchenham, B., Pearl Brereton, O., Budgen, D., Turner, M., Bailey, J., & Linkman, S. (2009). Systematic literature reviews in software engineering – A systematic literature review. Information and Software Technology, 51(1), 7–15. DOI: https://doi.org/10.1016/j.infsof.2008.09.009

Krouska, A., Troussas, C., Voutos, Y., Mylonas, P., & Sgouropoulou, C. (2023). Optimizing Player Engagement in an Educational Virtual Game through Fuzzy Logic-based Challenge Adaptation. 2023 8th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference, SEEDA-CECNSM 2023. DOI: 10.1109/SEEDA CECNSM61561.2023.10470784

Liyanage, C., Kavinda, U. A. D. S., Dasanayaka, D. S., Shehara, P. G. J., & De Silva, D. I. (2022). Interactive Mobile Application for Initial Skills Development of Primary Students in Sri Lanka. 4th International Conference on Advancements in Computing, ICAC 2022 - Proceeding, 358–362. DOI: 10.1109/ICAC57685.2022.10025350

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability, 13(4). DOI: 10.3390/su13042247

Margulieux, L. E., Morrison, B. B., & Decker, A. (2020). Reducing withdrawal and failure rates in introductory programming with subgoal labeled worked examples. International Journal of STEM Education, 7(1). DOI: 10.1186/s40594-020-00222-7

Maryono, D., Budiyono, Sajidan, & Akhyar, M. (2022). Implementation of Gamification in Programming Learning: Literature Review. International Journal of Information and Education Technology, 12(12), 1448–1457. DOI: 10.18178/ijiet.2022.12.12.1771

Maskeliūnas, R., Damaševičius, R., Blažauskas, T., Swacha, J., Queirós, R., & Paiva, J. C. (2023). FGPE+: The Mobile FGPE Environment and the Pareto-Optimized Gamified Programming Exercise Selection Model—An Empirical Evaluation. Computers, 12(7). DOI: 10.3390/computers12070144

Meißner, N. (2024). MEITREX - Gamified and Adaptive Intelligent Tutoring in Software Engineering Education. Proceedings - International Conference on Software Engineering, 198–200. DOI: 10.1145/3639478.3639804 rence on Software Engineering, 198–200. DOI: 10.1145/3639478.3639804

Mellado-Silva, R., Figueroa, C. C., & Rodriguez, A. G. (2021). Learning object-oriented programming using adaptive educational software. Proceedings - International Conference of the Chilean Computer Science Society, SCCC, 2021-November. DOI: 10.1109/SCCC54552.2021.9650380

Monteiro, R. H. B., Oliveira, S. R. B., & De Almeida Souza, M. R. (2021). A standard framework for gamification evaluation in education and training of software engineering: An evaluation from a proof of concept. Proceedings - Frontiers in Education Conference, FIE, 2021-October. DOI: 10.1109/FIE49875.2021.9637232

Ng, A. K., Atmosukarto, I., Lee Teo, J. K., & Amran, A. Bin. (2023). Instilling Computational Thinking in UnderStudents Across Multiple Disciplines through an Adaptive Gamified e-Learning Platform. 2023 IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2023 - Conference Proceedings. DOI: 10.1109/TALE56641.2023.10398325

Ocaña, J. M., Morales-Urrutia, E. K., Pérez-Marín, D., & Pizarro, C. (2023). About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students. Simulation and Gaming, 54(4), 402–426. DOI: 10.1177/10468781231175013

Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 28(1), 373–406. DOI: 10.1007/s10639-022-11122-4

Omer, U., Tehseen, R., Farooq, M. S., & Abid, A. (2023). Learning analytics in programming courses: Review and implications. Education and Information Technologies, 28(9), 11221–11268. DOI: 10.1007/s10639-023-11611-0

Ortiz-Rojas, M., Chiluiza, K., & Valcke, M. (2019). Gamification through leaderboards: An empirical study in engineering education. Computer Applications in Engineering Education, 27(4), 777–788. DOI: 10.1002/cae.12116

Polito, G., & Temperini, M. (2021). A gamified web based system for computer programming learning. Computers and Education: Artificial Intelligence, 2. DOI: 10.1016/j.caeai.2021.100029

Pradana, F., Setyosari, P., Ulfa, S., & Hirashima, T. (2023). Development of Gamification-Based E-Learning on Web Design Topic. International Journal of Interactive Mobile Technologies, 17(3), 21–38. DOI: 10.3991/ijim.v17i03.36957

Rajanen, D., & Rajanen, M. (2017). Personalized Gamification: A Model for Play Data Profiling. [link]

Ramasamy, V., Narasareddygari, M. R., Walia, G., Allen, A., Duke, D., Kiper, J., & Davis, D. (2021). Meta-analysis to study the impact of learning engagement strategies in introductory computer programming courses: A multi-institutional study. Proceedings of the 2021 ACMSE Conference - ACMSE 2021: The Annual ACM Southeast Conference, 40–46. DOI: 10.1145/3409334.3452060

Ren, W. (2023). Gamification in Test-Driven Development Practice. ACM International Conference Proceeding Series, 38–46. DOI: 10.1145/3617553.3617889

Rodrigues, L., Palomino, P. T., Toda, A. M., Klock, A. C. T., Pessoa, M., Pereira, F. D., Oliveira, E. H. T., Oliveira, D. F., Cristea, A. I., Gasparini, I., & Isotani, S. (2024). How Personalization Affects Motivation in Gamified Review Assessments. International Journal of Artificial Intelligence in Education, 34(2), 147–184. DOI: 10.1007/s40593-022-00326-x

Rodrigues, L., Toda, A. M., Palomino, P. T., Oliveira, W., & Isotani, S. (2020). Personalized gamification: A literature review of outcomes, experiments, and approaches. ACM International Conference Proceeding Series, 699–706. DOI: 10.1145/3434780.3436665

Rogers, M., Yao, W., Luxton-Reilly, A., Leinonen, J., Lottridge, D., & Denny, P. (2021). Exploring Personalization of Gamification in an Introductory Programming Course. SIGCSE 2021 - Proceedings of the 52nd ACM Technical Symposium on Computer Science Education, 1121–1127. DOI: 10.1145/3408877.3432402

Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. DOI: 10.1007/s10648- 019-09498-w

Seralidou, E., & Douligeris, C. (2021). Learning programming by creating games through the use of structured activities in secondary education in Greece. Education and Information Technologies, 26(1), 859–898. DOI: 10.1007/s10639- 020-10255-8

Shum, L. C., Rosunally, Y., Scarle, S., & Munir, K. (2023). Personalised Learning through Context-Based Adaptation in the Serious Games with Gating Mechanism. Education and Information Technologies, 28(10), 13077–13108. DOI: 10.1007/s10639-023-11695-8

Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1). DOI: 10.1186/s40561-019-0098-x

Sprint, G., & Fox, E. (2020). Improving student study choices in cs1 with gamification and flipped classrooms. SIGCSE 2020 - Proceedings of the 51st ACM Technical Symposium on Computer Science Education, 773–779. DOI: 10.1145/3328778.3366888

Sunday, K., Wong, S. Y., Samson, B. O., & Sanusi, I. T. (2022). Investigating the effect of imikode virtual reality game in enhancing object oriented programming concepts among university students in Nigeria. Education and Information Technologies, 27(5), 6819–6845. DOI: 10.1007/s10639-022-10886-z

Tasadduq, M., Khan, M. S., Nawab, R. M. A., Jamal, M. H., & Chaudhry, M. T. (2021). Exploring the effects of gamification on students with rote learning background while learning computer programming. Computer Applications in Engineering Education, 29(6), 1871–1891. DOI: 10.1002/cae.22428

Traversaro, D., Guerrini, G., & Delzanno, G. (2020). Sonic Pi for TBL Teaching Units in an Introductory Programming Course. UMAP 2020 Adjunct - Adjunct Publication of the 28th ACM Conference on User Modeling, Adaptation and Personalization, 143–150. DOI: 10.1145/3386392.3399317

Zahedi, L., Batten, J., Ross, M., Potvin, G., Damas, S., Clarke, P., & Davis, D. (2021). Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development. Journal of Computing in Higher Education, 33(2), 441–474. DOI: 10.1007/s12528-021-09271-5

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. DOI: https://doi.org/10.1016/j.edurev.2020.100326
Publicado
04/11/2024
DINIZ, Patrícia; MERLIN, Bruno; PORTELA, Carlos. Estratégias de Gamificação Personalizadas no Ensino de Programação: Uma Revisão Sistemática da Literatura. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 35. , 2024, Rio de Janeiro/RJ. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 774-790. DOI: https://doi.org/10.5753/sbie.2024.242390.