Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software
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| Title: | Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software |
|---|---|
| Language: | English |
| Authors: | Cynthia Pinheiro Santiago, Antonio Rodrigo dos Santos Silva, José Wally Mendonça Menezes, Francisco José Alves de Aquino |
| Source: | Informatics in Education. 2025 24(3):587-615. |
| Availability: | Vilnius University Institute of Mathematics and Informatics, Lithuanian Academy of Sciences. Akademjos str. 4, Vilnius LT 08663 Lithuania. Tel: +37-5-21-09300; Fax: +37-5-27-29209; e-mail: info@mii.vu.lt; Web site: https://infedu.vu.lt/journal/INFEDU |
| Peer Reviewed: | Y |
| Page Count: | 29 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Gamification, Self Determination, Computation, Thinking Skills, Learning Motivation, Programming, Computer Science Education, Game Based Learning, Technology Uses in Education, Student Attitudes, College Students, Foreign Countries |
| Geographic Terms: | Brazil |
| ISSN: | 1648-5831 2335-8971 |
| Abstract: | The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such skills is still a challenge. In this sense, this work proposes an intervention for teaching Computational Thinking in the initial semesters of the Technician in Informatics and Bachelor of Computer Science courses, using gamification as a motivational strategy and the Quizizz software as a gamified platform. To evaluate the results, a mixed-method case study was used to perform a quantitative and qualitative analysis of the data and, subsequently, integrate them. The results obtained were discussed based on the Theory of Self-Determination, indicating that students demonstrated a high level of oriented autonomy and motivation to learn, regardless of the performance obtained. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1486754 |
| Database: | ERIC |
| Abstract: | The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such skills is still a challenge. In this sense, this work proposes an intervention for teaching Computational Thinking in the initial semesters of the Technician in Informatics and Bachelor of Computer Science courses, using gamification as a motivational strategy and the Quizizz software as a gamified platform. To evaluate the results, a mixed-method case study was used to perform a quantitative and qualitative analysis of the data and, subsequently, integrate them. The results obtained were discussed based on the Theory of Self-Determination, indicating that students demonstrated a high level of oriented autonomy and motivation to learn, regardless of the performance obtained. |
|---|---|
| ISSN: | 1648-5831 2335-8971 |