A literature review on representative digital environments for women in information technology with Gamification and UX Design
Abstract
Digital environments that encourage and stimulate women's engagement in the area of Information Technology can be an effective solution to face the challenges of gender representation. Therefore, this work aims to present the results of the Systematic Literature Review on a representative digital environment for women in the technological area, applying gamification and UX Design methodologies, in order to promote their inclusion and development. As a result, 8 (eight) studies were classified to answer the research questions and showed that there are still gaps in the creation of digital environments that encourage female participation in technology, combined with gamification and UX Design.References
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Garrett, J. J. (2002). The elements of user experience : user-centered design for the Web. Indianapolis, Ind.: New Riders.
Juli, M. C., Oliveira, W., Nascimento, I. M. do, & Isotani, S. (2023). Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado. Revista Brasileira de Informática na Educação, 31, 529–552.
Kitchenham, B. A., Budgen, D., & Brereton, P. (2016). “Evidence-based software engineering and systematic reviews”. CRC Press: New York. 426p.
Koravuna, S., & Surepally, U. K. (2020). Educational gamification and artificial intelligence for promoting digital literacy. In Proceedings of the 2nd International Conference on Intelligent and Innovative Computing Applications, 1–6.
Lima, G., Silva, L., Castro, S., Garros, J., Viana, V., Oliveira, Y., Aquino, S., & Freire, T. (2023). Uma plataforma para mulheres na área de tecnologia: prototipação de um site com metodologia de UX Design para compartilhamento de projetos com a ferramenta Figma. In Anais do XVII Women in Information Technology, 317-328.
Linnell, N., Gonsalves, P., Kakodkar, M., Martinez, V., Urdan, T., Ribiero, B. & Zdankus, J. (2019). Curated Pathways to Innovation: Personalized CS Education to Promote Diversity. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education (SIGCSE '19). Association for Computing Machinery, New York, NY, USA, 1277.
Maican, C. Lixandroiu & R. Constantin, C. (2016). Interactivia.ro a study of a gamification framework using zero-cost tools. Comput. Human Behav., 61, 186-197.
Monteiro, I. T., Lourenço, E. L. de Q., Brilhante, M. Q. de L., de Freitas, A. T., Oliveira, F. C. de M. B., de Castro, F. E. B., & de Oliveira, A. C. B. (2022). Design and evaluation of a prototype of a children’s educational application during and for the COVID-19 pandemic and beyond. Journal on Interactive Systems, 13(1), 54–76.
Murr, C. E., & Ferrari, G. (2020). Entendendo e aplicando a gamificação: o que é, para que serve, potencialidades e desafios (2ª ed.). Florianópolis: UFSC: UAB. Tutoriais Lantec, (n. 2).
Raulino, N. L. G., Saboia, I., Nunes, C. E. P., de Lima, G. R. & Soares, L. L. (2021). We are not alone: AGNES, developing a prototype to support communication between schools and student transgender women. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems (IHC '21). Association for Computing Machinery, New York, NY, USA, Article 54, 1–11.
Sampaio, R. F. & Mancini, M. C. (2017) Estudos de Revisão Sistemática: Um Guia Para Síntese Criteriosa da Evidência Científica. Revista Brasileira de Fisioterapia, São Carlos, v. 11, n. 1, p. 83-89.
Garrett, J. J. (2002). The elements of user experience : user-centered design for the Web. Indianapolis, Ind.: New Riders.
Juli, M. C., Oliveira, W., Nascimento, I. M. do, & Isotani, S. (2023). Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado. Revista Brasileira de Informática na Educação, 31, 529–552.
Kitchenham, B. A., Budgen, D., & Brereton, P. (2016). “Evidence-based software engineering and systematic reviews”. CRC Press: New York. 426p.
Koravuna, S., & Surepally, U. K. (2020). Educational gamification and artificial intelligence for promoting digital literacy. In Proceedings of the 2nd International Conference on Intelligent and Innovative Computing Applications, 1–6.
Lima, G., Silva, L., Castro, S., Garros, J., Viana, V., Oliveira, Y., Aquino, S., & Freire, T. (2023). Uma plataforma para mulheres na área de tecnologia: prototipação de um site com metodologia de UX Design para compartilhamento de projetos com a ferramenta Figma. In Anais do XVII Women in Information Technology, 317-328.
Linnell, N., Gonsalves, P., Kakodkar, M., Martinez, V., Urdan, T., Ribiero, B. & Zdankus, J. (2019). Curated Pathways to Innovation: Personalized CS Education to Promote Diversity. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education (SIGCSE '19). Association for Computing Machinery, New York, NY, USA, 1277.
Maican, C. Lixandroiu & R. Constantin, C. (2016). Interactivia.ro a study of a gamification framework using zero-cost tools. Comput. Human Behav., 61, 186-197.
Monteiro, I. T., Lourenço, E. L. de Q., Brilhante, M. Q. de L., de Freitas, A. T., Oliveira, F. C. de M. B., de Castro, F. E. B., & de Oliveira, A. C. B. (2022). Design and evaluation of a prototype of a children’s educational application during and for the COVID-19 pandemic and beyond. Journal on Interactive Systems, 13(1), 54–76.
Murr, C. E., & Ferrari, G. (2020). Entendendo e aplicando a gamificação: o que é, para que serve, potencialidades e desafios (2ª ed.). Florianópolis: UFSC: UAB. Tutoriais Lantec, (n. 2).
Raulino, N. L. G., Saboia, I., Nunes, C. E. P., de Lima, G. R. & Soares, L. L. (2021). We are not alone: AGNES, developing a prototype to support communication between schools and student transgender women. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems (IHC '21). Association for Computing Machinery, New York, NY, USA, Article 54, 1–11.
Sampaio, R. F. & Mancini, M. C. (2017) Estudos de Revisão Sistemática: Um Guia Para Síntese Criteriosa da Evidência Científica. Revista Brasileira de Fisioterapia, São Carlos, v. 11, n. 1, p. 83-89.
Published
2024-07-21
How to Cite
SILVA, Lailla Galeno da; LIMA, Gabriel Vieira; AQUINO, Simone Azevedo Bandeira de Melo; SÁ, Eveline de Jesus Viana; FREIRE, Thiago Paiva.
A literature review on representative digital environments for women in information technology with Gamification and UX Design. In: WOMEN IN INFORMATION TECHNOLOGY (WIT), 18. , 2024, Brasília/DF.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 379-384.
ISSN 2763-8626.
DOI: https://doi.org/10.5753/wit.2024.2360.
