Uma Proposta Extensionista Baseada em Jogos Educacionais Digitais para Incentivar Meninas do Ensino Médio na Computação
Resumo
Female underrepresentation in Computing reinforces the need for initiatives that engage girls with the field from Basic Education onwards. In this context, this paper reports an ongoing university extension initiative developed within the ProgramADA project, which aims to foster High School girls’ interest in Computing through programming activities supported by Digital Educational Games. The paper focuses on the collaborative creation process of the first game developed within the project, PrograDuck, involving university students, faculty members, and girls from public High Schools. During this process, interactions with the target audience provided contributions regarding the game’s visual identity, narrative, mechanics, and usability, which were incorporated into successive refinements of the game. The paper also describes the pedagogical actions being prepared to support the future use of the game in partner schools. The experience indicates the relevance of involving the target audience during the creation of educational games and highlights the potential of collaborative development to align digital resources with the expectations and needs of girls in Computing Education.
Palavras-chave:
University Extension, Computing Education, Digital Educational Games, Women in Computing, Gender Equity
Referências
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Lucia Happe, Barbora Buhnova, Anne Koziolek, and Ingo Wagner. 2021. Effective measures to foster girls’ interest in secondary computer science education: A literature review. Education and Information Technologies 26, 3 (2021), 2811–2829.
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Ana Clara Laredo, Pedro Henrique Valle, and Alessandreia Marta Oliveira. 2026. Um Jogo Educacional Digital para Ensinar Programação e Despertar o Interesse de Meninas do Ensino Médio pela Computação. In Anais do XX Women in Information Technology (Gramado/RS). SBC, Porto Alegre, RS, Brasil, 820–831. DOI: 10.5753/wit.2026.22539
Youling Li, Di Chen, and Xinxia Deng. 2024. The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PloS one 19, 1 (2024), e0294350.
Allison Master, Sapna Cheryan, and Andrew N Meltzoff. 2016. Computing whether she belongs: Stereotypes undermine girls’ interest and sense of belonging in computer science. Journal of educational psychology 108, 3 (2016), 424.
Seymour A Papert. 1980. Mindstorms: Children, computers, and powerful ideas. Basic books.
Luana Lauschner Avilez Vilarinho, Bárbara de Melo Quintela, Luciano Jerez Chaves, Pedro Henrique Dias Valle, and Alessandreia Marta de Oliveira. 2026. A Digital Game to Motivate and Empower Women in Learning Algorithms for Computer Science. Journal on Interactive Systems 17, 1 (Jan. 2026), 126–142. DOI: 10.5753/jis.2026.5626
Liang-Hui Wang, Bing Chen, Gwo-Jen Hwang, Jue-Qi Guan, and Yun-Qing Wang. 2022. Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education 9, 1 (2022), 26.
Lucia Happe, Barbora Buhnova, Anne Koziolek, and Ingo Wagner. 2021. Effective measures to foster girls’ interest in secondary computer science education: A literature review. Education and Information Technologies 26, 3 (2021), 2811–2829.
INEP. 2024. Censo da Educação Superior 2024. Disponível em: [link]. Acesso em: 24 jan. 2026.
Ana Clara Laredo, Elverton Fazzion, Daniel L. A. Madeira, Pedro Henrique Dias Valle, and Alessandreia Marta de Oliveira. 2026. Desenvolvimento e Avaliação de um Jogo Educacional Digital para o Ensino de Programação no Ensino Médio. In Anais do Simpósio Brasileiro de Jogos e Entretenimento Digital.
Ana Clara Laredo, Pedro Henrique Valle, and Alessandreia Marta Oliveira. 2026. Um Jogo Educacional Digital para Ensinar Programação e Despertar o Interesse de Meninas do Ensino Médio pela Computação. In Anais do XX Women in Information Technology (Gramado/RS). SBC, Porto Alegre, RS, Brasil, 820–831. DOI: 10.5753/wit.2026.22539
Youling Li, Di Chen, and Xinxia Deng. 2024. The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PloS one 19, 1 (2024), e0294350.
Allison Master, Sapna Cheryan, and Andrew N Meltzoff. 2016. Computing whether she belongs: Stereotypes undermine girls’ interest and sense of belonging in computer science. Journal of educational psychology 108, 3 (2016), 424.
Seymour A Papert. 1980. Mindstorms: Children, computers, and powerful ideas. Basic books.
Luana Lauschner Avilez Vilarinho, Bárbara de Melo Quintela, Luciano Jerez Chaves, Pedro Henrique Dias Valle, and Alessandreia Marta de Oliveira. 2026. A Digital Game to Motivate and Empower Women in Learning Algorithms for Computer Science. Journal on Interactive Systems 17, 1 (Jan. 2026), 126–142. DOI: 10.5753/jis.2026.5626
Liang-Hui Wang, Bing Chen, Gwo-Jen Hwang, Jue-Qi Guan, and Yun-Qing Wang. 2022. Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education 9, 1 (2022), 26.
Publicado
27/10/2026
Como Citar
SOUZA, Isadora de; DOMINGUES, Maria Carolina Botelho; VALLE, Pedro Henrique Dias; OLIVEIRA, Alessandreia Marta de.
Uma Proposta Extensionista Baseada em Jogos Educacionais Digitais para Incentivar Meninas do Ensino Médio na Computação. In: WEBMEDIA FOR EVERYONE - SIMPÓSIO BRASILEIRO DE SISTEMAS MULTIMÍDIA E WEB (WEBMEDIA), 32. , 2026, Lavras/MG.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 389-394.
ISSN 2596-1683.
DOI: https://doi.org/10.5753/webmedia_estendido.2026.34142.
