Pereira, Maria JoãoAlves, Luís M.Cocu, AdinaDingli, SandraMeneses, MontseVilanova, Ramon2026-03-312026-03-312025Pereira, 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.2025.6978-3-95977-393-5http://hdl.handle.net/10198/36418Esta publicação será indexada no Scopus durante os próximos meses.Gamification 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.engCreative ThinkingGamificationLMSTeaching ProgrammingEnhancing creative thinking through gamification in LMS environmentsconference object10.4230/OASIcs.ICPEC.2025.6