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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| Items | – Name: Title Label: Title Group: Ti Data: Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au 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> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Informatics+in+Education%22"><i>Informatics in Education</i></searchLink>. 2025 24(3):587-615. – Name: Avail Label: Availability Group: Avail 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 – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 29 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Determination%22">Self Determination</searchLink><br /><searchLink fieldCode="DE" term="%22Computation%22">Computation</searchLink><br /><searchLink fieldCode="DE" term="%22Thinking+Skills%22">Thinking Skills</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Motivation%22">Learning Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Brazil%22">Brazil</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1648-5831<br />2335-8971 – Name: Abstract Label: Abstract Group: Ab 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1486754 |
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| RecordInfo | BibRecord: BibEntity: 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 Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: College Students Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Brazil Type: general Titles: – TitleFull: Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Cynthia Pinheiro Santiago – PersonEntity: Name: NameFull: Antonio Rodrigo dos Santos Silva – PersonEntity: Name: NameFull: José Wally Mendonça Menezes – PersonEntity: Name: NameFull: Francisco José Alves de Aquino IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1648-5831 – Type: issn-electronic Value: 2335-8971 Numbering: – Type: volume Value: 24 – Type: issue Value: 3 Titles: – TitleFull: Informatics in Education Type: main |
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