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Enhancing creative thinking through gamification in LMS environments

datacite.subject.fosEngenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
datacite.subject.sdg04:Educação de Qualidade
dc.contributor.authorPereira, Maria João
dc.contributor.authorAlves, Luís M.
dc.contributor.authorCocu, Adina
dc.contributor.authorDingli, Sandra
dc.contributor.authorMeneses, Montse
dc.contributor.authorVilanova, Ramon
dc.date.accessioned2026-03-31T11:03:48Z
dc.date.available2026-03-31T11:03:48Z
dc.date.issued2025
dc.descriptionEsta publicação será indexada no Scopus durante os próximos meses.
dc.description.abstractGamification in educational context involves applying game design elements and principles to enhance the learning experience. By incorporating the motivational features of games, it aims to engage students and support educational goals. The work presented in this article is part of ThinkGame Erasmus+ project. The project’s goal is to encourage the use of Learning Management System (LMS) tools, such as lessons, wikis, and online tests to create gamified experiences in programming classes. These innovative strategies are intended to boost student motivation and creativity by incorporating compelling narratives, adaptable challenges, collaborative tasks, and continuous feedback. Another important challenge addressed in the project was fostering creativity among teachers, encouraging them to transform conventional, non-gamified resources into engaging and thought-provoking activities for students. A case study composed of ten gamified experiences was developed at Polytechnic Institute of Bragança, one of the project partners, during one semester in Imperative Programming subject.por
dc.description.sponsorshipThe work of Maria João and Luís was supported by national funds through UID/05757 –Research Centre in Digitalization and Intelligent Robotics (CeDRI); and SusTEC, LA/P/0007/2020 (DOI: 10.54499/LA/P/0007/2020).
dc.identifier.citationPereira, Maria João; Alves, Luís M.; Cocu, Adina; Dingli, Sandra M.; Meneses, Montse; Vilanova, Ramon (2025). Enhancing creative thinking through gamification in LMS environments. In 6th International Computer Programming Education Conference (ICPEC 2025). 133, p. 1-17. DOI: 10.4230/OASIcs.ICPEC.2025.6
dc.identifier.doi10.4230/OASIcs.ICPEC.2025.6
dc.identifier.isbn978-3-95977-393-5
dc.identifier.urihttp://hdl.handle.net/10198/36418
dc.language.isoeng
dc.peerreviewedyes
dc.publisherOaSICS
dc.relationAssociate Laboratory for Sustainability and Tecnology in Mountain Regions - LA/P/0007/2020
dc.relation.hasversionhttps://doi.org/10.4230/OASIcs.ICPEC.2025.6
dc.relation.ispartofseriesSchloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectCreative Thinking
dc.subjectGamification
dc.subjectLMS
dc.subjectTeaching Programming
dc.titleEnhancing creative thinking through gamification in LMS environmentspor
dc.typeconference object
dspace.entity.typePublication
oaire.awardNumberLA/P/0007/2020
oaire.awardTitleAssociate Laboratory for Sustainability and Tecnology in Mountain Regions - LA/P/0007/2020
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/LA%2FP%2F0007%2F2020/PT
oaire.citation.conferenceDate2025
oaire.citation.conferencePlacePorto
oaire.citation.endPage17
oaire.citation.startPage1
oaire.citation.title6th International Computer Programming Education Conference (ICPEC 2025)
oaire.citation.volume133
oaire.fundingStream6817 - DCRRNI ID
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNamePereira
person.familyNameAlves
person.givenNameMaria João
person.givenNameLuís M.
person.identifier.ciencia-idC912-4A49-A3B3
person.identifier.ciencia-idC51F-E219-0799
person.identifier.orcid0000-0001-6323-0071
person.identifier.orcid0000-0003-1418-910X
person.identifier.ridG-5999-2011
person.identifier.ridN-8574-2015
person.identifier.scopus-author-id13907870300
person.identifier.scopus-author-id56498014500
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.nameFundação para a Ciência e a Tecnologia
relation.isAuthorOfPublicationa20ccfa6-4e84-4c25-ab0d-8d6ba196ffc2
relation.isAuthorOfPublication553e533f-18a1-466a-ba15-375d02c1c03f
relation.isAuthorOfPublication.latestForDiscoverya20ccfa6-4e84-4c25-ab0d-8d6ba196ffc2
relation.isProjectOfPublication6255046e-bc79-4b82-8884-8b52074b4384
relation.isProjectOfPublication.latestForDiscovery6255046e-bc79-4b82-8884-8b52074b4384

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