GAMIFYCODE: A STUDY ON LEARNING PROGRAMMING THROUGH GAMIFIED MOBILE APPLICATIONS

Authors

DOI:

https://doi.org/10.47820/recima21.v5i3.4992

Keywords:

Programming teaching, GamifyCode, gamification

Abstract

The teaching of programming has become increasingly relevant in the academic context as well as in the job market. The ability to program is an essential skill for professionals in the technology field, and its demand is only expected to grow in the coming years. Faced with this scenario, there arises a need to create efficient and engaging teaching methods to train competent programmers. Based on this premise, GamifyCode was conceived, which, through its features, aims to assist in programming learning at all levels of education in Brazil, both in basic and higher education. The system was prototyped using Figma and validated through an experiment with students in the Bachelor of Information Technology program at the Federal Rural University of the Semi-Arid Region (UFERSA). The experiment revealed that the combination of game elements, such as rewards and challenges, aligned with the teaching process, motivates and encourages the user to seek more knowledge, demonstrating the playful power of the system and that the study of Web programming can be something promising, interactive, and enjoyable.

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Author Biographies

Kervin Delan Bezerra Lima

Bacharelando em Tecnologia da Informação pela Universidade Federal Rural do Semi-Árido (UFERSA).

Reudismam Rolim de Sousa

He holds a bachelor's degree in Systems Analysis and Development from the Federal Institute of Education, Science and Technology of Paraíba (2011), a master's degree in Computer Science from the Federal University of Campina Grande (2014), and a Ph.D. in Computing from the Federal University of Campina Grande (2018). He has experience in the field of Computer Science, with emphasis on Software Evolution, Machine Learning, Programming Languages, and Algorithms.

Felipe Pessoa de Carvalho

Aluno da Graduação em Tecnologia da Informação (Bacharelado) pela Universidade Federal Rural do Semi-Árido (UFERSA) e Técnico em Informática para Internet pelo Instituto Metrópole Digital (IMD) - UFRN. 

 

Dyego Magno Oliveira

Bacharel em TI pela Universidade Federal Rural do Semi-Árido (UFERSA), campus Pau dos Ferros - RN. Monitor da disciplina de Algoritmos (código PEX1236) na UFERSA.  Professor substituto na UFERSA, campus Pau dos Ferros - RN. 

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Published

16/03/2024

How to Cite

Delan Bezerra Lima, K., Rolim de Sousa, R., Pessoa de Carvalho, F., & Magno Oliveira, D. (2024). GAMIFYCODE: A STUDY ON LEARNING PROGRAMMING THROUGH GAMIFIED MOBILE APPLICATIONS. RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218, 5(3), e534992. https://doi.org/10.47820/recima21.v5i3.4992