Resolvendo problemas? Sem problemas! Uma análise de ferramentas gamificadas com pontuação e ranqueamento no ensino de programação
Resumo
Técnicas de gamificação para ensino de programação vêm se mostrando eficazes, promovendo melhoria de desempenho, interação e engajamento. Dessa forma, plataformas gamificadas com o objetivo de resolução de exercícios envolvendo algoritmos surgem em diferentes estilos e sistemas. Este trabalho constitui-se em promover avaliações, em plataformas com técnicas de gamificação, a partir de métodos de inspeção e de investigação, sendo possível identificar e apontar aspectos positivos e negativos dessas ferramentas, tanto na visão do aluno quanto na do professor, e permitindo, assim, uma discussão e sumarização dos pontos que fazem esse tipo de ferramenta ser atrativa no ambiente educacional.Referências
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Caponetto, I., Earp, J., Ott, M., et al. (2014). Gamification and education: A literature review. In European conference on games based learning, volume 1, page 50.
Çeker, E. and Özdaml, F. (2017). What”gamification”is and what it’s not. European Journal of Contemporary Education, 6(2):221–228.
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Cruz, A., Neto, C. S., Cruz, P., and Teixeira, M. (2022). Utilização da plataforma beecrowd de maratona de programação como estratégia para o ensino de algoritmos. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 754–764.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining”gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Echeverría, M. d. P. P. and Pozo, J. I. (1998). Aprender a resolver problemas e resolver problemas para aprender. Editora Penso.
Garner, S., Haden, P., and Robins, A. V. (2005). My program is correct but it doesn t run: A preliminary investigation of novice programmers problems. In Seventh Australasian Computing Education Conference (ACE 2005), volume 42, pages 173–180.
Gibson, L. (2019). Digite sua resposta: gerando dados de entrevistas por e-mail. In Coleta de dados qualitativos: Um guia prático para técnicas textuais, midiáticas e virtuais. Editora Vozes.
Gomes, A. and Mendes, A. (2014). A teacher’s view about introductory programming teaching and learning: Difficulties, strategies and motivations. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, pages 1–8.
Hofacker, C. F., De Ruyter, K., Lurie, N. H., Manchanda, P., and Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34(1):25–36.
Kasahara, R., Sakamoto, K., Washizaki, H., and Fukazawa, Y. (2019). Applying gamification to motivate students to write high-quality code in programming assignments. In Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education, pages 92–98.
Kim, S. (2013). Recent advances in gamification application. Advances in Information Sciences and Service Sciences, 5(13):93.
Medeiros, R. P., Ramalho, G. L., and Falcão, T. P. (2019). A systematic literature review on teaching and learning introductory programming in higher education. IEEE Transactions on Education, 62(2):77–90.
Nielsen, J. (1994). Usability inspection methods. In Conference companion on Human factors in computing systems, pages 413–414.
Pereira, P., Duarte, E., Rebelo, F., and Noriega, P. (2014). A review of gamification for health-related contexts. In International conference of design, user experience, and usability, pages 742–753.
Renkl, A. (2014). Toward an instructionally oriented theory of example-based learning. Cognitive Science, 38(1):1–37.
Ribeiro, R. B. S., Carvalho, L. S. G., Oliveira, D. B. F., de Oliveira, E. H. T., and Pessoa, M. (2020). Investigação empírica sobre os efeitos da gamificação de um juiz online em uma disciplina de introdução à programação. Revista Brasileira de Informática na Educação, 28:461–490.
Rodrigues, L. F., Oliveira, A., and Costa, C. J. (2016). Playing seriously–how gamification and social cues influence bank customers to use gamified e-business applications. Computers in human behavior, 63:392–407.
Sellen, A. and Nicol, A. (1995). Building user-centered on-line help. In Readings in Human–Computer Interaction, pages 718–723. Elsevier.
Shorn, S. P. (2018). Teaching computer programming using gamification. Proceedings of the 14th International CDIO Conference.
Tonin, N. and Bez, J. L. (2012). Online judge: a new classroom tool for interactive learning. Proceedings of the International Conference on Frontiers in Education: Computer Science and Computer Engineering, pages 1–5.
Wasik, S., Antczak, M., Badura, J., Laskowski, A., and Sternal, T. (2018). A survey on online judge systems and their applications. ACM Computing Surveys, 51(1):1–34.
Wei, Z., Zhang, J., Huang, X., and Qiu, H. (2023). Can gamification improve the virtual reality tourism experience? analyzing the mediating role of tourism fatigue. Tourism Management, 96:104715.
Zaffalon, F., Prisco, A., De Souza, R., Teixeira, D., Paes, W., Evald, P., Tonin, N., Devincenzi, S., and Botelho, S. (2022). A recommender system of computer programming exercises based on student’s multiple abilities and skills model. In 2022 IEEE Frontiers in Education Conference (FIE), pages 1–8.
Zeybek, N. and Saygı, E. (2024). Gamification in education: Why, where, when, and how?—a systematic review. Games and Culture journal, 19(2):237–264.
Aziz, N. S., Sulaiman, N. S., Hassan, W. N. I. T. M., Zakaria, N. L., and Yaacob, A. (2021). A review of website measurement for website usability evaluation. In Journal of Physics: Conference Series, volume 1874, page 012045. IOP Publishing.
Barbosa, S. D. J., Silva, B. d., Silveira, M. S., Gasparini, I., Darin, T., and Barbosa, G. D. J. (2021). Interação humano-computador e experiência do usuario. Auto publicação.
Calderon, I., Silva, W., and Feitosa, E. (2021). Um mapeamento sistemático da literatura sobre o uso de metodologias ativas durante o ensino de programação no brasil. In Anais do XXXII Simpósio Brasileiro de Informática na Educação, pages 1152–1161.
Caponetto, I., Earp, J., Ott, M., et al. (2014). Gamification and education: A literature review. In European conference on games based learning, volume 1, page 50.
Çeker, E. and Özdaml, F. (2017). What”gamification”is and what it’s not. European Journal of Contemporary Education, 6(2):221–228.
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Cruz, A., Neto, C. S., Cruz, P., and Teixeira, M. (2022). Utilização da plataforma beecrowd de maratona de programação como estratégia para o ensino de algoritmos. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 754–764.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining”gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Echeverría, M. d. P. P. and Pozo, J. I. (1998). Aprender a resolver problemas e resolver problemas para aprender. Editora Penso.
Garner, S., Haden, P., and Robins, A. V. (2005). My program is correct but it doesn t run: A preliminary investigation of novice programmers problems. In Seventh Australasian Computing Education Conference (ACE 2005), volume 42, pages 173–180.
Gibson, L. (2019). Digite sua resposta: gerando dados de entrevistas por e-mail. In Coleta de dados qualitativos: Um guia prático para técnicas textuais, midiáticas e virtuais. Editora Vozes.
Gomes, A. and Mendes, A. (2014). A teacher’s view about introductory programming teaching and learning: Difficulties, strategies and motivations. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, pages 1–8.
Hofacker, C. F., De Ruyter, K., Lurie, N. H., Manchanda, P., and Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34(1):25–36.
Kasahara, R., Sakamoto, K., Washizaki, H., and Fukazawa, Y. (2019). Applying gamification to motivate students to write high-quality code in programming assignments. In Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education, pages 92–98.
Kim, S. (2013). Recent advances in gamification application. Advances in Information Sciences and Service Sciences, 5(13):93.
Medeiros, R. P., Ramalho, G. L., and Falcão, T. P. (2019). A systematic literature review on teaching and learning introductory programming in higher education. IEEE Transactions on Education, 62(2):77–90.
Nielsen, J. (1994). Usability inspection methods. In Conference companion on Human factors in computing systems, pages 413–414.
Pereira, P., Duarte, E., Rebelo, F., and Noriega, P. (2014). A review of gamification for health-related contexts. In International conference of design, user experience, and usability, pages 742–753.
Renkl, A. (2014). Toward an instructionally oriented theory of example-based learning. Cognitive Science, 38(1):1–37.
Ribeiro, R. B. S., Carvalho, L. S. G., Oliveira, D. B. F., de Oliveira, E. H. T., and Pessoa, M. (2020). Investigação empírica sobre os efeitos da gamificação de um juiz online em uma disciplina de introdução à programação. Revista Brasileira de Informática na Educação, 28:461–490.
Rodrigues, L. F., Oliveira, A., and Costa, C. J. (2016). Playing seriously–how gamification and social cues influence bank customers to use gamified e-business applications. Computers in human behavior, 63:392–407.
Sellen, A. and Nicol, A. (1995). Building user-centered on-line help. In Readings in Human–Computer Interaction, pages 718–723. Elsevier.
Shorn, S. P. (2018). Teaching computer programming using gamification. Proceedings of the 14th International CDIO Conference.
Tonin, N. and Bez, J. L. (2012). Online judge: a new classroom tool for interactive learning. Proceedings of the International Conference on Frontiers in Education: Computer Science and Computer Engineering, pages 1–5.
Wasik, S., Antczak, M., Badura, J., Laskowski, A., and Sternal, T. (2018). A survey on online judge systems and their applications. ACM Computing Surveys, 51(1):1–34.
Wei, Z., Zhang, J., Huang, X., and Qiu, H. (2023). Can gamification improve the virtual reality tourism experience? analyzing the mediating role of tourism fatigue. Tourism Management, 96:104715.
Zaffalon, F., Prisco, A., De Souza, R., Teixeira, D., Paes, W., Evald, P., Tonin, N., Devincenzi, S., and Botelho, S. (2022). A recommender system of computer programming exercises based on student’s multiple abilities and skills model. In 2022 IEEE Frontiers in Education Conference (FIE), pages 1–8.
Zeybek, N. and Saygı, E. (2024). Gamification in education: Why, where, when, and how?—a systematic review. Games and Culture journal, 19(2):237–264.
Publicado
24/11/2025
Como Citar
FERREIRA, Igor; WAGNER, Pedro P.; KUPSSINSKÜ, Lucas S.; SILVEIRA, Milene S..
Resolvendo problemas? Sem problemas! Uma análise de ferramentas gamificadas com pontuação e ranqueamento no ensino de programação. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 36. , 2025, Curitiba/PR.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 717-730.
DOI: https://doi.org/10.5753/sbie.2025.12627.
