Gamificação no Ensino da Gerência de Projetos de Software: uma Revisão Sistemática da Literatura
Resumo
A Gerência de Projetos de Software (GPS) é uma disciplina fundamental na formação acadêmica e no mercado de desenvolvimento de software. No entanto, seu ensino enfrenta desafios, destacando a necessidade de metodologias ativas para aumentar o engajamento dos alunos. Neste contexto, a gamificação tem sido explorada como uma abordagem promissora. Este trabalho apresenta uma Revisão Sistemática da Literatura (RSL) para identificar como a gamificação é aplicada no ensino da GPS. Foram analisados estudos primários que exploram diferentes subáreas da GPS. Os resultados indicam que a gamificação é frequentemente combinada com outras abordagens, e identificaram-se quatro principais formas de aplicação: serious games, microaprendizagem, simulações e atividades interativas.Referências
Annunziata, G., Lambiase, S., Palomba, F., and Ferrucci, F. (2024). Serge - serious game for the education of risk management in software project management. In 2024 IEEE/ACM 46th International Conference on Software Engineering: Software Engineering Education and Training (ICSE-SEET), pages 264–273.
Babkin, A., Safiullin, A., Tronin, V., and Alexandrov, A. (2022). Transformation of software project management in industry 4.0. In Rodionov, D., Kudryavtseva, T., Skhvediani, A., and Berawi, M. A., editors, Innovations in Digital Economy, pages 159–170, Cham. Springer International Publishing.
Basson, C., Dharmilingum, W., Reddy, C., Singh, A., and Stopforth, R. (2019). Gamification and game development for educational agile operations management in robotics research. In 2019 Southern African Universities Power Engineering Conference/Robotics and Mechatronics/Pattern Recognition Association of South Africa (SAUPEC/RobMech/PRASA), pages 23–28.
Bavota, G., De Lucia, A., Fasano, F., Oliveto, R., and Zottoli, C. (2012). Teaching software engineering and software project management: An integrated and practical approach. In 2012 34th International Conference on Software Engineering (ICSE), pages 1155–1164.
Begosso, L. R., Franco, L. H. B., da Cunha, D. S., and Begosso, L. C. (2019). Simscrumf: a game for supporting the process of teaching scrum. In Proceedings of the 9th International Conference on Information Communication and Management, ICICM ’19, page 27–31, New York, NY, USA. Association for Computing Machinery.
de Oliveira, M. B., Silva, L. C. T., Canazaro, J. V., Carvalhido, M. L. L., Souza, R. R. C. D., Neto, J. B., Rangel, D. P., and Pelegrini, J. F. d. M. (2021). O ensino híbrido no brasil após pandemia do covid-19 / hybrid teaching in brazil after covid-19 pandemic. Brazilian Journal of Development, 7(1):918–932.
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, MindTrek ’11, page 9–15, New York, NY, USA. Association for Computing Machinery.
Dolezal, D., Velaj, Y., Spreitzer, L., and Plant, C. (2024). Fostering agile it project management and interpersonal skills using ai-enhanced game-based learning. In 2024 IEEE Frontiers in Education Conference (FIE), pages 1–9.
Ferreira, L., Inocêncio, A., Júnior, P. P., and Lopes, M. (2016). Gamificação aplicada ao ensino de gerência de projetos de software. In Anais do XXII Workshop de Informática na Escola, pages 151–160, Porto Alegre, RS, Brasil. SBC.
Fidalgo-Blanco, A., Sein-Echaluce, M. L., and García-Peñalvo, F. J. (2019). Impact indicators of educational innovations based on active methodologies. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multi-culturality, TEEM’19, page 763–769, New York, NY, USA. Association for Computing Machinery.
Gasca-Hurtado, G. P. and Machuca-Villegas, L. (2024). Gamification strategy to promote social and human factors in the training of software engineers: A case study. Computer Applications in Engineering Education, 32(6):e22785.
Hood, D. J. and Hood, C. S. (2006). Teaching software project management using simulations. In Proceedings of the 11th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, ITICSE ’06, page 289–293, New York, NY, USA. Association for Computing Machinery.
Institute, P. M. (2021). A Guide to the Project Management Body of Knowledge. Project Management Institute, seventh edition edition.
Jiménez-Gutiérrez, J. P., González-Domínguez, J., Prieto-Fernández, A., Sánchez-Barroso Moreno, G., and García Sanz-Calcedo, J. (2023). Project resource management through serious game philosophy. In Proceedings of the 27th International Congress on Project Management and Engineering (CIDIP 2023). AEIPRO.
Jääskä, E., Aaltonen, K., and Kujala, J. (2021). Game-based learning in project sustainability management education. Sustainability, 13(15):8204.
Kitchenham, B., Charters, S., et al. (2007). Guidelines for performing systematic literature reviews in software engineering.
Kitchenham, B., Sjøberg, D. I. K., Brereton, O. P., Budgen, D., Dybå, T., Höst, M., Pfahl, D., and Runeson, P. (2010). Can we evaluate the quality of software engineering experiments? In Proceedings of the 2010 ACM-IEEE International Symposium on Empirical Software Engineering and Measurement, ESEM ’10, New York, NY, USA. Association for Computing Machinery.
Lefebvre, C., Glanville, J., Briscoe, S., Featherstone, R., Littlewood, A., Metzendorf, M.-I., Noel-Storr, A., Paynter, R., Rader, T., Thomas, J., and Wieland, L. S. (2024). Chapter 4: Searching for and selecting studies. Cochrane, version 6.5 edition. Acesso em: 22 out. 2024.
Machuca-Villegas, L. and Gasca-Hurtado, G. P. (2019). Gamification for improving software project management processes: A systematic literature review. In Mejia, J., Muñoz, M., Rocha, , Peña, A., and Pérez-Cisneros, M., editors, Trends and Applications in Software Engineering, pages 41–54. Springer International Publishing, Cham. Acesso em: 3 mar. 2024.
Magylaitė, K., Čeponienė, L., Jurgelaitis, M., and Danikauskas, T. (2020). A case study of applying gamification in teaching project management. In Lopata, A., Butkienė, R., Gudonienė, D., and Sukackė, V., editors, Information and Software Technologies, pages 321–333, Cham. Springer International Publishing.
Morán, J. et al. (2015). Mudando a educação com metodologias ativas. Coleção mídias contemporâneas. Convergências midiáticas, educação e cidadania: aproximações jovens, 2(1):15–33.
Moreira, M. E. S., Cruz, I. L. d. S., Sales, M. E. N., Moreira, N. I. T., Freire, H. d. C., Martins, G. A., Avelino, G. H. F., Júnior, S. d. A., and Popolim, R. S. (2020). Metodologias e tecnologias para educação em tempos de pandemia covid-19/ methodologies and technologies for education in times of pandemic covid-19. Brazilian Journal of Health Review, 3(3):6281–6290.
Nieto, T. L. and González-Bañales, D. L. (2024). Immersive simulation for digital transformation undergraduates: Exploring how to enhance soft skills and real-world readiness in agile contexts. In 2024 World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC), pages 1–10.
Puckett, J. (2011). Zotero: A guide for librarians, researchers, and educators. Assoc of Cllge & Rsrch Libr.
Ramazani, J. and Jergeas, G. (2015). Project managers and the journey from good to great: The benefits of investment in project management training and education. International Journal of Project Management, 33(1):41–52.
Ramos, A. B. and Junior, D. C. V. (2019). A utilização de gamificação para o ensino de gestão de projetos. International Journal of Knowledge Engineering and Management, 8(20):1–15.
Rumeser, D. and Emsley, M. (2019a). Can serious games improve project management decision making under complexity? Project Management Journal, 50(1):23–39.
Rumeser, D. and Emsley, M. (2019b). Lessons learned from implementing project management games. International Journal of Serious Games, 6(1):71–92.
Rumeser, D. and Emsley, M. (2022). Design and evaluation of the project and program crashing games. Journal of Applied Research in Higher Education, 14(1):471–488.
Santos, S., Carvalho, F., Costa, Y., Viana, D., and Rivero, L. (2019). Risking: A game for teaching risk management in software projects. In Anais do XVIII Simpósio Brasileiro de Qualidade de Software, pages 188–197, Porto Alegre, RS, Brasil. SBC.
Silva, S. R. S. (2020). Revyou - ferramenta de apoio à execução de revisões e mapeamentos sistemáticos de modo colaborativo e distribuído: módulo apresentação dos dados. Acesso em: 7 out. 2024.
Suciu, D. M. (2022a). Implementing microlearning and gamification techniques in teaching software project management concepts. In Proceedings of the 4th International Workshop on Education through Advanced Software Engineering and Artificial Intelligence, EASEAI 2022, page 37–44, New York, NY, USA. Association for Computing Machinery.
Suciu, D. M. (2022b). Implementing microlearning and gamification techniques in teaching software project management concepts. In Proceedings of the 4th International Workshop on Education through Advanced Software Engineering and Artificial Intelligence, EASEAI 2022, page 37–44, New York, NY, USA. Association for Computing Machinery.
TEWS, Tim; SKULMOSKI, G. L. C. P. A. (2020). Innovation in project management education - let’s get serious! Construction Economics and Building, 20(3):120–135.
Toda, A. M., Valle, P. H. D., and Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. In Cristea, A. I., Bittencourt, I. I., and Lima, F., editors, Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions, pages 143–156, Cham. Springer International Publishing.
Tonhao, S., Shigenaga, M., Herculani, J., Medeiros, A., Amaral, A., Silva, W., Colanzi, T., and Steinmacher, I. (2023). Gamification in Software Engineering Education: a Tertiary Study. In Proceedings of the XXXVII Brazilian Symposium on Software Engineering, SBES ’23, pages 358–367, New York, NY, USA. Association for Computing Machinery.
Vizcaíno, A., García, F. O., Menéndez, V. H., Manjavacas, A., Márquez, R., and Molina, M. (2023). Global manager: A serious game to raise awareness of the challenges of being a project manager in global software development. ACM Trans. Comput. Educ., 23(2).
Wang, A. I., Knutsen, V. A., and Askestad, E. (2024). Balancing enjoyment and learning in teaching software project management with game-based learning. Computers and Education Open, 7:100226.
Werbach, K. and Hunter, D. (2020). For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact. Wharton School Press.
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M., Regnell, B., and Wesslén, A. (2000). Experimentation in Software Engineering: An Introduction. The Kluwer International Series In Software Engineering. Springer, Germany.
Babkin, A., Safiullin, A., Tronin, V., and Alexandrov, A. (2022). Transformation of software project management in industry 4.0. In Rodionov, D., Kudryavtseva, T., Skhvediani, A., and Berawi, M. A., editors, Innovations in Digital Economy, pages 159–170, Cham. Springer International Publishing.
Basson, C., Dharmilingum, W., Reddy, C., Singh, A., and Stopforth, R. (2019). Gamification and game development for educational agile operations management in robotics research. In 2019 Southern African Universities Power Engineering Conference/Robotics and Mechatronics/Pattern Recognition Association of South Africa (SAUPEC/RobMech/PRASA), pages 23–28.
Bavota, G., De Lucia, A., Fasano, F., Oliveto, R., and Zottoli, C. (2012). Teaching software engineering and software project management: An integrated and practical approach. In 2012 34th International Conference on Software Engineering (ICSE), pages 1155–1164.
Begosso, L. R., Franco, L. H. B., da Cunha, D. S., and Begosso, L. C. (2019). Simscrumf: a game for supporting the process of teaching scrum. In Proceedings of the 9th International Conference on Information Communication and Management, ICICM ’19, page 27–31, New York, NY, USA. Association for Computing Machinery.
de Oliveira, M. B., Silva, L. C. T., Canazaro, J. V., Carvalhido, M. L. L., Souza, R. R. C. D., Neto, J. B., Rangel, D. P., and Pelegrini, J. F. d. M. (2021). O ensino híbrido no brasil após pandemia do covid-19 / hybrid teaching in brazil after covid-19 pandemic. Brazilian Journal of Development, 7(1):918–932.
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, MindTrek ’11, page 9–15, New York, NY, USA. Association for Computing Machinery.
Dolezal, D., Velaj, Y., Spreitzer, L., and Plant, C. (2024). Fostering agile it project management and interpersonal skills using ai-enhanced game-based learning. In 2024 IEEE Frontiers in Education Conference (FIE), pages 1–9.
Ferreira, L., Inocêncio, A., Júnior, P. P., and Lopes, M. (2016). Gamificação aplicada ao ensino de gerência de projetos de software. In Anais do XXII Workshop de Informática na Escola, pages 151–160, Porto Alegre, RS, Brasil. SBC.
Fidalgo-Blanco, A., Sein-Echaluce, M. L., and García-Peñalvo, F. J. (2019). Impact indicators of educational innovations based on active methodologies. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multi-culturality, TEEM’19, page 763–769, New York, NY, USA. Association for Computing Machinery.
Gasca-Hurtado, G. P. and Machuca-Villegas, L. (2024). Gamification strategy to promote social and human factors in the training of software engineers: A case study. Computer Applications in Engineering Education, 32(6):e22785.
Hood, D. J. and Hood, C. S. (2006). Teaching software project management using simulations. In Proceedings of the 11th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, ITICSE ’06, page 289–293, New York, NY, USA. Association for Computing Machinery.
Institute, P. M. (2021). A Guide to the Project Management Body of Knowledge. Project Management Institute, seventh edition edition.
Jiménez-Gutiérrez, J. P., González-Domínguez, J., Prieto-Fernández, A., Sánchez-Barroso Moreno, G., and García Sanz-Calcedo, J. (2023). Project resource management through serious game philosophy. In Proceedings of the 27th International Congress on Project Management and Engineering (CIDIP 2023). AEIPRO.
Jääskä, E., Aaltonen, K., and Kujala, J. (2021). Game-based learning in project sustainability management education. Sustainability, 13(15):8204.
Kitchenham, B., Charters, S., et al. (2007). Guidelines for performing systematic literature reviews in software engineering.
Kitchenham, B., Sjøberg, D. I. K., Brereton, O. P., Budgen, D., Dybå, T., Höst, M., Pfahl, D., and Runeson, P. (2010). Can we evaluate the quality of software engineering experiments? In Proceedings of the 2010 ACM-IEEE International Symposium on Empirical Software Engineering and Measurement, ESEM ’10, New York, NY, USA. Association for Computing Machinery.
Lefebvre, C., Glanville, J., Briscoe, S., Featherstone, R., Littlewood, A., Metzendorf, M.-I., Noel-Storr, A., Paynter, R., Rader, T., Thomas, J., and Wieland, L. S. (2024). Chapter 4: Searching for and selecting studies. Cochrane, version 6.5 edition. Acesso em: 22 out. 2024.
Machuca-Villegas, L. and Gasca-Hurtado, G. P. (2019). Gamification for improving software project management processes: A systematic literature review. In Mejia, J., Muñoz, M., Rocha, , Peña, A., and Pérez-Cisneros, M., editors, Trends and Applications in Software Engineering, pages 41–54. Springer International Publishing, Cham. Acesso em: 3 mar. 2024.
Magylaitė, K., Čeponienė, L., Jurgelaitis, M., and Danikauskas, T. (2020). A case study of applying gamification in teaching project management. In Lopata, A., Butkienė, R., Gudonienė, D., and Sukackė, V., editors, Information and Software Technologies, pages 321–333, Cham. Springer International Publishing.
Morán, J. et al. (2015). Mudando a educação com metodologias ativas. Coleção mídias contemporâneas. Convergências midiáticas, educação e cidadania: aproximações jovens, 2(1):15–33.
Moreira, M. E. S., Cruz, I. L. d. S., Sales, M. E. N., Moreira, N. I. T., Freire, H. d. C., Martins, G. A., Avelino, G. H. F., Júnior, S. d. A., and Popolim, R. S. (2020). Metodologias e tecnologias para educação em tempos de pandemia covid-19/ methodologies and technologies for education in times of pandemic covid-19. Brazilian Journal of Health Review, 3(3):6281–6290.
Nieto, T. L. and González-Bañales, D. L. (2024). Immersive simulation for digital transformation undergraduates: Exploring how to enhance soft skills and real-world readiness in agile contexts. In 2024 World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC), pages 1–10.
Puckett, J. (2011). Zotero: A guide for librarians, researchers, and educators. Assoc of Cllge & Rsrch Libr.
Ramazani, J. and Jergeas, G. (2015). Project managers and the journey from good to great: The benefits of investment in project management training and education. International Journal of Project Management, 33(1):41–52.
Ramos, A. B. and Junior, D. C. V. (2019). A utilização de gamificação para o ensino de gestão de projetos. International Journal of Knowledge Engineering and Management, 8(20):1–15.
Rumeser, D. and Emsley, M. (2019a). Can serious games improve project management decision making under complexity? Project Management Journal, 50(1):23–39.
Rumeser, D. and Emsley, M. (2019b). Lessons learned from implementing project management games. International Journal of Serious Games, 6(1):71–92.
Rumeser, D. and Emsley, M. (2022). Design and evaluation of the project and program crashing games. Journal of Applied Research in Higher Education, 14(1):471–488.
Santos, S., Carvalho, F., Costa, Y., Viana, D., and Rivero, L. (2019). Risking: A game for teaching risk management in software projects. In Anais do XVIII Simpósio Brasileiro de Qualidade de Software, pages 188–197, Porto Alegre, RS, Brasil. SBC.
Silva, S. R. S. (2020). Revyou - ferramenta de apoio à execução de revisões e mapeamentos sistemáticos de modo colaborativo e distribuído: módulo apresentação dos dados. Acesso em: 7 out. 2024.
Suciu, D. M. (2022a). Implementing microlearning and gamification techniques in teaching software project management concepts. In Proceedings of the 4th International Workshop on Education through Advanced Software Engineering and Artificial Intelligence, EASEAI 2022, page 37–44, New York, NY, USA. Association for Computing Machinery.
Suciu, D. M. (2022b). Implementing microlearning and gamification techniques in teaching software project management concepts. In Proceedings of the 4th International Workshop on Education through Advanced Software Engineering and Artificial Intelligence, EASEAI 2022, page 37–44, New York, NY, USA. Association for Computing Machinery.
TEWS, Tim; SKULMOSKI, G. L. C. P. A. (2020). Innovation in project management education - let’s get serious! Construction Economics and Building, 20(3):120–135.
Toda, A. M., Valle, P. H. D., and Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. In Cristea, A. I., Bittencourt, I. I., and Lima, F., editors, Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions, pages 143–156, Cham. Springer International Publishing.
Tonhao, S., Shigenaga, M., Herculani, J., Medeiros, A., Amaral, A., Silva, W., Colanzi, T., and Steinmacher, I. (2023). Gamification in Software Engineering Education: a Tertiary Study. In Proceedings of the XXXVII Brazilian Symposium on Software Engineering, SBES ’23, pages 358–367, New York, NY, USA. Association for Computing Machinery.
Vizcaíno, A., García, F. O., Menéndez, V. H., Manjavacas, A., Márquez, R., and Molina, M. (2023). Global manager: A serious game to raise awareness of the challenges of being a project manager in global software development. ACM Trans. Comput. Educ., 23(2).
Wang, A. I., Knutsen, V. A., and Askestad, E. (2024). Balancing enjoyment and learning in teaching software project management with game-based learning. Computers and Education Open, 7:100226.
Werbach, K. and Hunter, D. (2020). For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact. Wharton School Press.
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M., Regnell, B., and Wesslén, A. (2000). Experimentation in Software Engineering: An Introduction. The Kluwer International Series In Software Engineering. Springer, Germany.
Publicado
20/07/2025
Como Citar
VASCONCELOS, Franciel Silveira Penha de; VIEIRA, Victor Martins; LACERDA, Elysson Alves de; NOGUEIRA, Antonia Diana Braga.
Gamificação no Ensino da Gerência de Projetos de Software: uma Revisão Sistemática da Literatura. In: WORKSHOP SOBRE EDUCAÇÃO EM COMPUTAÇÃO (WEI), 33. , 2025, Maceió/AL.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 445-458.
ISSN 2595-6175.
DOI: https://doi.org/10.5753/wei.2025.8188.
