Gamification in technical systems development education: engagement, motivation, and flow in the post-pandemic era

The difficulties found by students in the computer programming discipline cause dissatisfaction, being an important dropout factor in Information Technology (IT) courses. To provide programming students with the necessary support, many have been engaged in developing policies, strategies and tools f...

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Detalhes bibliográficos
Autores: Oliveira, Eduardo Gomes de, Santos Junior, Jário José dos, Pinto, Ig Ibert Bittencourt Santana, Classe, Tadeu Moreira, Isotani, Seiji
Formato: artículo
Estado:Versión publicada
Fecha de publicación:2025
País:Brasil
Recursos:Universidade Estadual de Campinas (UNICAMP)
Repositorio:ETD - Educação Temática Digital
Idioma:portugués
OAI Identifier:oai:ojs.periodicos.sbu.unicamp.br:article/8676607
Acesso em linha:https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/8676607
Access Level:acceso abierto
Palavra-chave:Gamification
Engagement
Motivation
Flow experience
Systems development
Post-pandemic
Gamificação
Engajamento
Motivação
Experiência de fluxo
Desenvolvimento de sistemas
Pós-pandemia
Gamificación
Compromiso
Motivación
Experiencia de flujo
Desarrollo de sistemas
Pospandemia
Descrição
Resumo:The difficulties found by students in the computer programming discipline cause dissatisfaction, being an important dropout factor in Information Technology (IT) courses. To provide programming students with the necessary support, many have been engaged in developing policies, strategies and tools for teaching computer programming. In this scenario, the use of gamification can be a strong ally to promote engagement, motivation and flow experience by making solving activities and reading more fun. After the COVID-19 pandemic, many educational institutions adopted hybrid teaching and virtual learning environments (VLE's) were implemented to make the learning process interactive and personalized. However, engagement is a crucial point in learning, so that students stay on course and want to learn more. This paper presents the pedagogical context designed for the Programming Language I (LP1) discipline offered in the first year of a technical systems development course at a federal institution in Rio de Janeiro, the experience report and the evaluation of 20 students after using Moodle (non-gamified and gamified) in order to verify engagement, motivation and flow experience in these two environments. The results show that the gamified Moodle obtained better scores than the non-gamified Moodle.