Gamified learning tools and technology in education: a systematic exploration study of programming tools during the pandemic

Autores

  • Fernanda Adorno Martins IFTM
  • Danielli Araujo Lima IFTM

DOI:

https://doi.org/10.22456/1679-1916.141565

Palavras-chave:

COVID-19 pandemic, block programming, logical thinking, Scratch, systematic literature review, engagement

Resumo

Programming is vital for nurturing logical thinking, problem-solving, and effective decision-making in an increasingly digital world. Gamification plays a crucial role in education by integrating game elements to enhance engagement and motivation, particularly during times like the pandemic. In this context, teaching programming with a gamified approach not only makes learning enjoyable and engaging but also fosters problem-solving and logical thinking skills. This study aims to conduct a systematic literature review, focusing on the significant challenges and opportunities in teaching programming, particularly with block programming tools like Scratch. Initially, 104 articles were identified, with 33 selected for in-depth reading, and ultimately, 23 articles were analyzed, originating from 22 countries. The majority of articles highlight positive outcomes, including student progress, collaboration, and increased engagement. However, some studies point out limitations, such as a lack of focus and neglect of serious games in education.

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Publicado

2024-07-31

Como Citar

MARTINS, Fernanda Adorno; LIMA, Danielli Araujo. Gamified learning tools and technology in education: a systematic exploration study of programming tools during the pandemic. RENOTE, Porto Alegre, v. 22, n. 1, p. 394–403, 2024. DOI: 10.22456/1679-1916.141565. Disponível em: https://seer.ufrgs.br/index.php/renote/article/view/141565. Acesso em: 23 ago. 2026.

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Jogos digitais aplicados ao ensino/aprendizagem