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
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  Data: Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software
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  Data: <searchLink fieldCode="AR" term="%22Cynthia+Pinheiro+Santiago%22">Cynthia Pinheiro Santiago</searchLink><br /><searchLink fieldCode="AR" term="%22Antonio+Rodrigo+dos+Santos+Silva%22">Antonio Rodrigo dos Santos Silva</searchLink><br /><searchLink fieldCode="AR" term="%22José+Wally+Mendonça+Menezes%22">José Wally Mendonça Menezes</searchLink><br /><searchLink fieldCode="AR" term="%22Francisco+José+Alves+de+Aquino%22">Francisco José Alves de Aquino</searchLink>
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  Data: 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
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  Data: <searchLink fieldCode="DE" term="%22Brazil%22">Brazil</searchLink>
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  Data: 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.
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 29
        StartPage: 587
    Subjects:
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Self Determination
        Type: general
      – SubjectFull: Computation
        Type: general
      – SubjectFull: Thinking Skills
        Type: general
      – SubjectFull: Learning Motivation
        Type: general
      – SubjectFull: Programming
        Type: general
      – SubjectFull: Computer Science Education
        Type: general
      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Technology Uses in Education
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      – SubjectFull: Student Attitudes
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      – SubjectFull: College Students
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      – SubjectFull: Foreign Countries
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      – SubjectFull: Brazil
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    Titles:
      – TitleFull: Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software
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            NameFull: Cynthia Pinheiro Santiago
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            NameFull: Antonio Rodrigo dos Santos Silva
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            NameFull: José Wally Mendonça Menezes
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            NameFull: Francisco José Alves de Aquino
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              Y: 2025
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