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Area of expertise

Active Learning Methodologies

Active learning methodologies in higher education have been gaining increasing relevance in the contemporary educational landscape, largely due to advancements in the science of learning.

Researchers
4
Active projects
3
Related publications
53
Active Learning Education
Area illustration: Active Learning Methodologies

Active learning methodologies in higher education have gained increasing relevance in the contemporary educational landscape, largely due to advances in the science of learning. These pedagogical approaches position the student as the protagonist of the knowledge construction process, promoting greater engagement and interaction with the content and, consequently, more effective and lasting learning. By incorporating the principles of the science of learning, active methodologies aim to align with the latest discoveries in neuroscience and cognitive psychology, fostering the creation of teaching environments that favor the construction of solid knowledge and the training of professionals more capable and adaptable to the constant transformations of the job market.

About the Area Coordinators

Prof. Cristiane Soares Ramos

A distinguished academic in the field of Active Learning Methodologies, with a solid foundation in Software Engineering and Knowledge Management. Serving as a professor in the Software Engineering course at the University of Brasília, she has significantly contributed to the advancement of education and research in software. She is currently a member of the management committee of the Learning for the 3rd Millennium program (A3M).
More About the Coordinator

Prof. Sergio Antônio Andrade de Freitas

An academic in the field of Active Learning Methodologies and a faculty member at the University of Brasília - UnB, he teaches in the Software Engineering course. Throughout his academic career, he has held significant administrative roles, including Dean of Undergraduate Studies and director of the Distance Education Center (CEAD). His dedication to advancing knowledge in Active Methodologies, both in Engineering and Computing, along with his contributions in Learning Analytics, highlight his expertise and commitment to educational innovation. He is currently the president of the management committee of the Learning for the 3rd Millennium program (A3M).
More About the Coordinator

Research Team

Bachelor’s Thesis

  • Christian Hirsch Santos

    Impact of the use of AI in a Software Engineering course

    Bachelor of Software Engineering - University of Brasília (Brazil)2026

  • Ian Lucca Soares Mesquita

    Impact of the use of AI in a Software Engineering course

    Bachelor of Software Engineering - University of Brasília (Brazil)2026

Previous Researchers

Bachelor’s Thesis

  1. Ana Beatriz Norberto da Silva, Beatriz Vieira Nascimento

    Git Ranking: Developing a Gamified Application for Managing and Motivating Agile Teams as a GitHub App

    Bachelor of Software Engineering - University of Brasília (Brazil) • Brasília, DF

    2026
    This work addresses the challenges faced by software development teams in maintaining continuous engagement and the visibility of individual progress within agile methodologies. The main objective is to develop a gamified tool to support Scrum, designed as an integrated GitHub App for team management and motivation, integrating elements of the Octalysis framework to balance intrinsic and extrinsic motivators. The adopted methodology is classified as applied and exploratory, with a mixed approach. The methodological process included identifying the users' motivational profile through the Intrinsic Motivation Inventory (IMI), correlating it to the Core Drives of Octalysis, and selecting gamification techniques via the Judges' Technique. As results, the work presents the specification of functional requirements prioritized by the MoSCoW method, the solution architecture based on the consumption of GitHub Webhooks processed via a Node.js backend and presented in a React/Next.js interface. High-fidelity prototypes were developed to materialize the proposal, focusing on a metrics dashboard and achievements profile with gamification elements, such as badges, progress bars, and continuous visual feedback based on the actual actions of developers in the repositories. The study concludes the planning and design stage of the solution, establishing the foundations for the implementation and validation that will occur in the next phase of the project.
  2. Geovanna Maciel Avelino da Costa, Mylena Angélica Silva Farias

    Atloria: A Gamified Platform for Data Structure Visualization in Augmented Reality

    Bachelor of Software Engineering - University of Brasília (Brazil) • Brasília, DF

    2026
    Learning data structures and algorithms is a recurring challenge in computing-related courses, as it requires the understanding of abstract concepts, dynamic operations, and specific ways of organizing information. Structures such as stacks, queues, and linked lists require students to develop mental models capable of representing insertions, removals, searches, and state changes that are not always easily understood through traditional teaching approaches. In this context, this undergraduate thesis aimed to develop and evaluate Atloria, an educational mobile application that uses augmented reality and gamification to support the teaching and learning of data structures. The solution was designed based on a literature review, requirements elicitation and prioritization, data modeling, architectural definition, and the construction of a functional prototype. The application was developed for Android devices, integrating Flutter, SQLite, Unity, and AR Foundation, and includes features such as authentication, onboarding, thematic rooms, narratives, mini missions, an achievement passport, immediate feedback, and interactive visualization through augmented reality. The proposed experience organizes learning as a gamified journey, in which users interact with visual representations of data structures and track their progress through symbolic rewards and performance records. The validation process included technical tests, software quality analysis, functional tests, and user evaluation, making it possible to verify the operation of the main implemented features and collect perceptions regarding usability, engagement, and learning. The results indicated a positive evaluation of the experience, especially regarding visual organization, ease of use, and the interest generated by the gamified elements. It is concluded that the integration of augmented reality and gamification has potential as a complementary didactic resource to make the study of data structures more visual, interactive, and motivating.
  3. Artur de Sousa Vieira, Luíza Esteves dos Santos

    OMA: academic multimedia organizer to support the learning of undergraduate engineering students at FCTE

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  4. Breno Henrique de Souza, Giulia Domingues de Alcantara

    Centralization of administrative information to support student development at FCTE: a chatbot and artificial intelligence approach

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  5. Delziron Braz de Lima, Fellipe Pereira da Costa Silva

    Application to support the promotion of mental health and well-being in the university environment

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  6. Antonio Rangel Chaves, Vitor Diniz Pagani Vieira Ribeiro

    Gamification in the Moodle virtual learning environment: guide and tool for content creators

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  7. Caio César Oliveira

    Development of an Artificial Intelligence for the Improvement of Individual Assessment in Software Courses at the University of Brasília

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  8. Daniel Barcelos Moreira, Juliana Pereira Valle Gonçalves

    Accessibility evaluation tools for websites used by older adults: guidelines to support selection

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  9. Daniela Soares de Oliveira, Danilo Domingo Vitoriano Silva

    AI model for Brazilian Sign Language translation

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  10. Ítalo Alves Guimarães

    Implementation of a support application for the gamified course in HCI

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2023
    This project aims to present the implementation of an application for the gamified discipline of Human-Computer Interaction at the University of Brasília (UnB). Gamificationis an approach that uses game elements to engage and motivate students in their learning process. The developed application aims to complement the experience of the HCIdiscipline by offering gamified features and functionalities that promote active student participation. To achieve this goal, methods and concepts from Software Engineering were employed, including the study of relevant literature on RPGs and the Octalysisframework, requirements gathering, as well as Scrum. This project presents the requirements elicitation, prioritization, and technical specifications of the system implemented inthe Final Project 2. Additionally, the development architecture defining the technologiesand environment in which the system was developed is presented, along with a proof-ofconcept including the prototype screens with some of the functionalities using the chosentechnology, and the relational modeling of entities and data. Finally, the implementationof the application is presented, along with a summary of the development process and the conclusion obtained.
  11. 2023
    The goal of this work is to design and implement a system for analyzing learning indicator metrics related to the Learning for the Third Millennium (A3M) program. The system serves as the gateway for all users wishing to utilize these indicator metrics. It is important to note that this is a web system. The development of this system involved a literature review on software engineering concepts, particularly development methodologies, as well as the execution of activities for requirements elicitation, development, and prioritization, along with the modeling of needs for the system's development. In the first phase, the planning of all actions necessary for the SAMI project was carried out, especially modeling, prototyping, and prioritizing requirements. With this data collected, it was possible to move to the next phase, which is implementation and testing.
  12. 2023
    In the last decade gamification has gained greater prominence due to its ability to generate motivation and engagement by applying game elements in non-gaming contexts. The accession of gamification in the teaching process is a way to encourage the participation and constancy of students during learning. The RPG (Role-Playing Game) is a genre of game characterized mainly by four elements - the story narrative, the characters, the progress system and the challenges. These RPG elements are key to generating interest in players. When applied in the teaching environment, the RPG can promote greater interaction and immersion of students. Taking this into consideration, this work presents a learning process that applies gamification concepts together with RPG elements, called Jornada, whose proposal is to increase student engagement and motivation. From the application of this process in a Human-Computer Interaction (HCI) class at the University of Brasilia (UnB), it was possible to collect information used to evaluate the feasibility of using the process in the classroom.
  13. Júlia Farias Sousa

    Analysis of students perceptions on the use of distance learning in the Software Engineering course, FCTE/UnB

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2023
  14. Amanda Emilly Muniz de Menezes, Letícia Karla Soares Rodrigues de Araújo

    Identifying Factors Affecting Dropout in Higher Education

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
    Identifying factors that influence academic dropout is crucial for coordinators to take preventive actions against student desertion. This thesis aims to explore the current state of research in the field, seeking to understand the main factors associated with academic dropout and how they can be applied in predictive models of dropout. A quantitative, exploratory, and explanatory applied research was conducted, using case study techniques and bibliographic research. The systematic literature review indicated that dropout could be predicted by academic, demographic, and learning factors. Using these factors, predictive models were developed with the help of machine learning algorithms, whose predictions proved sensitive to changes in course flows. It concludes that academic, demographic, and learning factors are effective in predicting dropout, with the selection and application method of these factors being crucial for achieving accurate predictive results. Moreover, the application of academic factors in predictive models requires consideration of the specific context of the analyzed data.
  15. Érico Maximiano Bandeira

    Pixel - A Gamified Tool for Learning Usability Criteria

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
    The use of gamification in the area of human-computer interaction has become a practice to engage and motivate users. In this work, the practice of gamification in the usability evaluation process is addressed. The usability-oriented gamification design process is particular to each application environment and user group. Bearing in mind that gamification projects, in general, have positive results, even if they address different objectives in relation to engagement and motivation. Taking this into account, this work presents the application of a gamified software product that aims to engage and motivate undergraduate students to study usability criteria. The methodology of systematic literature review was used for the theoretical basis for the development of the gamified application called Pixel. The application of Pixel in a human-computer interaction class generated data and information, which were used in the evaluation and analysis of motivation, engagement and use of usability criteria by students.
  16. Gabriel Batista Albino Silva, Helena Bretas Goulart

    Identification of non-functional requirements for serious games focused on the special needs of children with ADHD

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
  17. Rafael Santos Teodosio

    $tudy - A Gamified Financial Education System

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
    The objective of this work is to design and implement a gamified system for financial education. The method used was the typical software engineering construction with requirements gathering as well as a literature study of the The method used was a typical software engineering construction with a survey of requirements and a literature study of gamification frameworks, especially Octalysis, along with the study of software development methodologies used to plan the system. In this work we present the requirements survey and its prioritization as well as the necessary specifications for the implemented system. We also present a prototype where we define the visual identity and the prototype of the screens present in the system along with the relational modeling of the data and its entities, and present the application architecture where we show how the application was structured, and its final version.
  18. Allan Jefrey Pereira Nobre

    Using Learning Analytics and Educational Data Mining to Support Pedagogical Decisions During TBL Methodology Application

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
  19. Ateldy Borges Brasil Filho

    Gamification evaluation: a practical application in a junior enterprise

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
  20. Lucas Pereira de Andrade Macêdo, Lucas Siqueira Rodrigues

    Technological innovations in family farming - Agromart

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
  21. Weiller Fernandes Pereira

    Systematic literature review on the use of frameworks in the construction of gamification in education

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
    The application of gamified processes in the field of education has become increasingly common over the last few decades. Each project has unique characteristics, utilizing different techniques and being applied across various modalities and levels of education. However, creating a gamification is not just about inserting game elements into a given activity. There are tools designed to assist in this creation process, providing a step-by-step guide that contains methods and mechanics to be followed by those wishing to develop a gamified project. This work presents a systematic review of the literature, aiming to find these tools, referred to as gamification frameworks or models, and to combine the data found with other extracted criteria such as the countries and the educational levels where these frameworks are used. This review was divided into three stages - planning, execution, and summarization. In the planning stage, the research question, search string, acceptance criteria, and information to be extracted were defined. In the execution, the review is carried out, with the selection of primary studies and data extraction. In the summarization, the results are generated through graphs. At the end, an evaluation was conducted, considering the results obtained on the use of gamification frameworks in conjunction with other extraction criteria used in the review.
  22. Lucas Gomes Pereira

    Applying Gamification Techniques to the Team-Based Learning Methodology: Applying Octalysis in TBL Phase 1

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2020
  23. Victor Hugo Arnaud Deon

    PGTBL - Team-Based Learning management platform

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2019
  24. Leandro Alves Ferreira Santos

    Gamified Software to Support Teaching and Learning Mathematics for Children

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2017
    The usage of software has grown as computers become popular. There have emerged, both in academia and in the market, technological solutions for several areas, among them education. On the other hand, classroom teaching and learning continues to suffer from classical educational problems such as lack of student and teacher motivation and lack of clear educational goals. And although software supports learning across a range of disciplines and ages, children’s audiences, especially in mathematics, have been little contemplated with the benefits that technological solutions can bring. Therefore, the use of pedagogical approaches, such as Bloom’s Taxonomy and Formative Assessments, together with gamification techniques, such as Octalysis, can be used to develop a technological solution that contemplates this public. The present work aims to design and develop software to assist the teaching and learning of mathematics for children in the classroom. Among the results obtained are the design of gamification in Octalysis, the types of questions and pedagogical approach to be used, besides the software itself in operation.
  25. Bruna Nayara Lima

    Framework for Evaluating Educational Games: Motivational and Learning Aspects

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2016
  26. Wilker Mesquita de Assunção

    Gamified Learning Environment for Teaching Algorithms

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2016
    The use of software has been increasingly popular in society, including in virtual learning environments. As technology advances, pedagogical methods have evolved, giving rise to new approaches aimed at leveraging these advancements to enhance teaching and learning processes. This study introduces the adaptation of a virtual learning environment for teaching algorithms, employing Gamification techniques as proposed by Yu-kai Chou, in conjunction with the educational strategies developed by Salman Khan. The virtual learning environment Moodle was used to structure a fully gamified course on algorithms, supported by the software Funifier and Scratch. The online course, lasting one month, is structured into weekly tasks that cover the basic concepts of computational algorithms, incorporating established gamification elements such as points, badges, and leaderboards, aiming to effectively engage and motivate students.
  27. Pedro Henrique Potiguara Carvalho

    Search System in a Virtual Learning Environment Based on Profiles

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2014
    This work aims to model and implement the search part of a virtual learning environment, taking into account both the group profile of the user performing the search and their individual profile. This type of search modeling allows documents that are closer to the user's needs and therefore more relevant to them to be presented as search results. Throughout the work, the proposal is described, as well as the development process adopted for the work. The methodology used for the work revolves around studies of already implemented solutions for defining group profiles and individual profiles, in addition to composing (integrating) these implementations and building the search associated with this composition. As a result of this work, an environment was developed capable of presenting HTML pages with content relevant to the user, based on a search performed by them and based on their profile.

Current Projects

  • Teaching Project, “Software Development” Course, Prof. Sérgio Freitas: Revitalized through gamification “Dawn Feudal” and inspired by a feudal scenario and based on the Octalysis model, this approach transforms learning into an interactive journey, where students face practical software development challenges, promoting skills like critical thinking and collaboration. The playful experience not only engages students but also prepares them for real-world software challenges. Available resources: MS Power Apps mobile app, SharePoint site, Power BI dashboards, and a thematic player’s guide, all integrated into the Microsoft 365 platform. Start: 2021, status: ongoing.

  • Teaching Project, “Human-Computer Interaction” Course, Prof. Sérgio Freitas: Offered in the Software Engineering course at the University of Brasília, adopted an innovative pedagogical approach through the implementation of gamification in the form of a Feudal RPG, based on the Octalysis model and called “HCI Journey.” This methodology aims to enrich the learning process, making it more attractive and efficient for students. By integrating elements of RPG games, such as battles, quests, and missions, into the academic curriculum, gamification seeks to facilitate the understanding of the fundamental concepts of the discipline, while stimulating student engagement and motivation throughout the semester. Available resources: MS Power Apps mobile app, SharePoint site, and a thematic player’s guide, all integrated into the Microsoft 365 platform. Start: 2022, status: ongoing.

Publications and Productions

Publications (53)

  1. Ana Beatriz Norberto da Silva, Beatriz Vieira Nascimento

    Git Ranking: Developing a Gamified Application for Managing and Motivating Agile Teams as a GitHub App

    Bachelor of Software Engineering - University of Brasília (Brazil) • Brasília, DF

    2026
    This work addresses the challenges faced by software development teams in maintaining continuous engagement and the visibility of individual progress within agile methodologies. The main objective is to develop a gamified tool to support Scrum, designed as an integrated GitHub App for team management and motivation, integrating elements of the Octalysis framework to balance intrinsic and extrinsic motivators. The adopted methodology is classified as applied and exploratory, with a mixed approach. The methodological process included identifying the users' motivational profile through the Intrinsic Motivation Inventory (IMI), correlating it to the Core Drives of Octalysis, and selecting gamification techniques via the Judges' Technique. As results, the work presents the specification of functional requirements prioritized by the MoSCoW method, the solution architecture based on the consumption of GitHub Webhooks processed via a Node.js backend and presented in a React/Next.js interface. High-fidelity prototypes were developed to materialize the proposal, focusing on a metrics dashboard and achievements profile with gamification elements, such as badges, progress bars, and continuous visual feedback based on the actual actions of developers in the repositories. The study concludes the planning and design stage of the solution, establishing the foundations for the implementation and validation that will occur in the next phase of the project.
  2. Geovanna Maciel Avelino da Costa, Mylena Angélica Silva Farias

    Atloria: A Gamified Platform for Data Structure Visualization in Augmented Reality

    Bachelor of Software Engineering - University of Brasília (Brazil) • Brasília, DF

    2026
    Learning data structures and algorithms is a recurring challenge in computing-related courses, as it requires the understanding of abstract concepts, dynamic operations, and specific ways of organizing information. Structures such as stacks, queues, and linked lists require students to develop mental models capable of representing insertions, removals, searches, and state changes that are not always easily understood through traditional teaching approaches. In this context, this undergraduate thesis aimed to develop and evaluate Atloria, an educational mobile application that uses augmented reality and gamification to support the teaching and learning of data structures. The solution was designed based on a literature review, requirements elicitation and prioritization, data modeling, architectural definition, and the construction of a functional prototype. The application was developed for Android devices, integrating Flutter, SQLite, Unity, and AR Foundation, and includes features such as authentication, onboarding, thematic rooms, narratives, mini missions, an achievement passport, immediate feedback, and interactive visualization through augmented reality. The proposed experience organizes learning as a gamified journey, in which users interact with visual representations of data structures and track their progress through symbolic rewards and performance records. The validation process included technical tests, software quality analysis, functional tests, and user evaluation, making it possible to verify the operation of the main implemented features and collect perceptions regarding usability, engagement, and learning. The results indicated a positive evaluation of the experience, especially regarding visual organization, ease of use, and the interest generated by the gamified elements. It is concluded that the integration of augmented reality and gamification has potential as a complementary didactic resource to make the study of data structures more visual, interactive, and motivating.
  3. Sergio Antônio Andrade de Freitas, Daniel Rodrigues da Rocha, Davi Rodrigues da Rocha, Mylena Angélica Silva Farias

    A Motivation-Aware Diagnostic Instrument for Personalized and Gamified Computing Education

    XXXVII Simpósio Brasileiro de Informática na Educação (SBIE 2026) • Brasil

    2026
    Paper accepted at the XXXVII Brazilian Symposium on Computers in Education (SBIE 2026, submission #27258), presenting a semester-start diagnostic instrument for personalized and gamified computing education, evaluated across three undergraduate courses (245 valid responses) with good internal consistency (α = 0.880). The instrument underpins the EduTrack and EduTrack AI products.
  4. Artur de Sousa Vieira, Luíza Esteves dos Santos

    OMA: academic multimedia organizer to support the learning of undergraduate engineering students at FCTE

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  5. Breno Henrique de Souza, Giulia Domingues de Alcantara

    Centralization of administrative information to support student development at FCTE: a chatbot and artificial intelligence approach

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  6. Delziron Braz de Lima, Fellipe Pereira da Costa Silva

    Application to support the promotion of mental health and well-being in the university environment

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2025
  7. Antonio Rangel Chaves, Vitor Diniz Pagani Vieira Ribeiro

    Gamification in the Moodle virtual learning environment: guide and tool for content creators

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  8. Caio César Oliveira

    Development of an Artificial Intelligence for the Improvement of Individual Assessment in Software Courses at the University of Brasília

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  9. Daniel Barcelos Moreira, Juliana Pereira Valle Gonçalves

    Accessibility evaluation tools for websites used by older adults: guidelines to support selection

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  10. Daniela Soares de Oliveira, Danilo Domingo Vitoriano Silva

    AI model for Brazilian Sign Language translation

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2024
  11. Cristiane S. Ramos, Dianne M. Viana, Eduardo Bessa, Márcia R. Mortari, Sergio Antônio Andrade Freitas

    Learning Indicators as Tools for Continuous Improvement in the Educational Environment

    PAEE/ALE 2024 - International Conference on Active Learning in Engineering Education, p245-254 • San Andrés Islas - Colombia

    2024
    ISSN: 2183-1378
    In today's fast-paced world characterized by rapid knowledge evolution and increasing information valuation, the education sector faces unprecedented challenges. These challenges require a continuous commitment to the evaluation and enhancement of pedagogical practices, adapting them to emerging needs and challenges. In this context, learning indicators emerge as fundamental instruments, offering detailed insights into the efficiency of active learning methods and strategies, and student progress in the development of essential competencies. This article is dedicated to exploring the implementation of two key indicators in the educational environment, aiming at optimizing the quality of teaching and learning in engineering course disciplines. The first indicator analyzed focuses on identifying students' prior knowledge and assimilating new concepts, fundamental for meaningful learning. The second indicator seeks to evaluate the consolidation of engrams, that is, the formation and reinforcement of memories related to learned concepts, allowing the identification of gaps in the teaching-learning process. It is argued that the adoption of these indicators, among others, is necessary for effective educational management, allowing not only the monitoring and evaluation of pedagogical practices but also the planning of precise and well-founded interventions to establish an inclusive, efficient, and motivating learning environment.
  12. Cristiane S. Ramos, Mylena Angélica S. Farias, Sergio Antônio Andrade Freitas, Marcus Vinícius Paiva Martins, Juan Mangueira Alves, Leda Cardoso S. Pinto

    A Process to Identify Players’ Motivational Profiles for Designing a Gamification Project

    24th International Conference on Computational Science and Its Applications - ICCSA 2024, p49-67 • Hanoi, Vietnam

    2024
    This article presents an innovative process for identifying the motivational profiles of a specific target audience using three distinct strategies: assessment by judges, application of game dynamics, and the Intrinsic Motivation Inventory (IMI) questionnaire. Each strategy aims to align with the Octalysis framework, emphasizing the importance of personalization and adaptability in gamification. The process is tested on a gamification project within a Brazilian government portal for scientific dissemination, focusing on engaging Brazilian students in science. The analysis reveals differences in strategy outcomes, highlighting the requirement of a multifaceted approach to accurately capture the target audience’s motivational profiles and improve gamification effectiveness.
  13. Sergio Antônio Andrade Freitas, Cristiane S. Ramos, Eduardo Bessa Pereira da Silva, Marcia Renata Mortari, Dianne Magalhaes Viana

    Implementing Neuroscientific Principles in Gamified Software Engineering Courses

    Frontiers in Education 2024 • Washington DC, USA

    2024
  14. Sergio Antônio Andrade Freitas, Mylena Angélica S. Farias, Cristiane S. Ramos, Marcus Vinícius Paiva Martins, Juan Mangueira Alves, Leda Cardoso S. Pinto

    Crafting Personalized Learning Environments Through Motivational Profiling

    2024 IEEE Frontiers in Education Conference (FIE), p1-9 • Washington, DC, USA

    2024
  15. Ítalo Alves Guimarães

    Implementation of a support application for the gamified course in HCI

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2023
    This project aims to present the implementation of an application for the gamified discipline of Human-Computer Interaction at the University of Brasília (UnB). Gamificationis an approach that uses game elements to engage and motivate students in their learning process. The developed application aims to complement the experience of the HCIdiscipline by offering gamified features and functionalities that promote active student participation. To achieve this goal, methods and concepts from Software Engineering were employed, including the study of relevant literature on RPGs and the Octalysisframework, requirements gathering, as well as Scrum. This project presents the requirements elicitation, prioritization, and technical specifications of the system implemented inthe Final Project 2. Additionally, the development architecture defining the technologiesand environment in which the system was developed is presented, along with a proof-ofconcept including the prototype screens with some of the functionalities using the chosentechnology, and the relational modeling of entities and data. Finally, the implementationof the application is presented, along with a summary of the development process and the conclusion obtained.
  16. 2023
    The goal of this work is to design and implement a system for analyzing learning indicator metrics related to the Learning for the Third Millennium (A3M) program. The system serves as the gateway for all users wishing to utilize these indicator metrics. It is important to note that this is a web system. The development of this system involved a literature review on software engineering concepts, particularly development methodologies, as well as the execution of activities for requirements elicitation, development, and prioritization, along with the modeling of needs for the system's development. In the first phase, the planning of all actions necessary for the SAMI project was carried out, especially modeling, prototyping, and prioritizing requirements. With this data collected, it was possible to move to the next phase, which is implementation and testing.
  17. 2023
    In the last decade gamification has gained greater prominence due to its ability to generate motivation and engagement by applying game elements in non-gaming contexts. The accession of gamification in the teaching process is a way to encourage the participation and constancy of students during learning. The RPG (Role-Playing Game) is a genre of game characterized mainly by four elements - the story narrative, the characters, the progress system and the challenges. These RPG elements are key to generating interest in players. When applied in the teaching environment, the RPG can promote greater interaction and immersion of students. Taking this into consideration, this work presents a learning process that applies gamification concepts together with RPG elements, called Jornada, whose proposal is to increase student engagement and motivation. From the application of this process in a Human-Computer Interaction (HCI) class at the University of Brasilia (UnB), it was possible to collect information used to evaluate the feasibility of using the process in the classroom.
  18. Júlia Farias Sousa

    Analysis of students perceptions on the use of distance learning in the Software Engineering course, FCTE/UnB

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2023
  19. RAMOS, C. S., VIANNA, D. M., BESSA, E., MORTARI, M. R., FREITAS, S. A. A.

    Indicadores de aprendizagem

    Biblioteca Central da Universidade de Brasília

    2023
    ISBN: DOI: 10.26512/plunb.442 | ISBN: 978-65-980478-0-1 Spotify
  20. Amanda Emilly Muniz de Menezes, Letícia Karla Soares Rodrigues de Araújo

    Identifying Factors Affecting Dropout in Higher Education

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
    Identifying factors that influence academic dropout is crucial for coordinators to take preventive actions against student desertion. This thesis aims to explore the current state of research in the field, seeking to understand the main factors associated with academic dropout and how they can be applied in predictive models of dropout. A quantitative, exploratory, and explanatory applied research was conducted, using case study techniques and bibliographic research. The systematic literature review indicated that dropout could be predicted by academic, demographic, and learning factors. Using these factors, predictive models were developed with the help of machine learning algorithms, whose predictions proved sensitive to changes in course flows. It concludes that academic, demographic, and learning factors are effective in predicting dropout, with the selection and application method of these factors being crucial for achieving accurate predictive results. Moreover, the application of academic factors in predictive models requires consideration of the specific context of the analyzed data.
  21. Érico Maximiano Bandeira

    Pixel - A Gamified Tool for Learning Usability Criteria

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
    The use of gamification in the area of human-computer interaction has become a practice to engage and motivate users. In this work, the practice of gamification in the usability evaluation process is addressed. The usability-oriented gamification design process is particular to each application environment and user group. Bearing in mind that gamification projects, in general, have positive results, even if they address different objectives in relation to engagement and motivation. Taking this into account, this work presents the application of a gamified software product that aims to engage and motivate undergraduate students to study usability criteria. The methodology of systematic literature review was used for the theoretical basis for the development of the gamified application called Pixel. The application of Pixel in a human-computer interaction class generated data and information, which were used in the evaluation and analysis of motivation, engagement and use of usability criteria by students.
  22. Gabriel Batista Albino Silva, Helena Bretas Goulart

    Identification of non-functional requirements for serious games focused on the special needs of children with ADHD

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
  23. Rafael Santos Teodosio

    $tudy - A Gamified Financial Education System

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2022
    The objective of this work is to design and implement a gamified system for financial education. The method used was the typical software engineering construction with requirements gathering as well as a literature study of the The method used was a typical software engineering construction with a survey of requirements and a literature study of gamification frameworks, especially Octalysis, along with the study of software development methodologies used to plan the system. In this work we present the requirements survey and its prioritization as well as the necessary specifications for the implemented system. We also present a prototype where we define the visual identity and the prototype of the screens present in the system along with the relational modeling of the data and its entities, and present the application architecture where we show how the application was structured, and its final version.
  24. Allan Jefrey Pereira Nobre

    Using Learning Analytics and Educational Data Mining to Support Pedagogical Decisions During TBL Methodology Application

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
  25. Ateldy Borges Brasil Filho

    Gamification evaluation: a practical application in a junior enterprise

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
  26. Lucas Pereira de Andrade Macêdo, Lucas Siqueira Rodrigues

    Technological innovations in family farming - Agromart

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
  27. Weiller Fernandes Pereira

    Systematic literature review on the use of frameworks in the construction of gamification in education

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2021
    The application of gamified processes in the field of education has become increasingly common over the last few decades. Each project has unique characteristics, utilizing different techniques and being applied across various modalities and levels of education. However, creating a gamification is not just about inserting game elements into a given activity. There are tools designed to assist in this creation process, providing a step-by-step guide that contains methods and mechanics to be followed by those wishing to develop a gamified project. This work presents a systematic review of the literature, aiming to find these tools, referred to as gamification frameworks or models, and to combine the data found with other extracted criteria such as the countries and the educational levels where these frameworks are used. This review was divided into three stages - planning, execution, and summarization. In the planning stage, the research question, search string, acceptance criteria, and information to be extracted were defined. In the execution, the review is carried out, with the selection of primary studies and data extraction. In the summarization, the results are generated through graphs. At the end, an evaluation was conducted, considering the results obtained on the use of gamification frameworks in conjunction with other extraction criteria used in the review.
  28. CABELLO, A. F., FERREIRA, G. V., IMBROISI, D., ARRUDA, J. A., FREITAS, S. A. A., ALVAREZ, G. A.

    Forms of admission in a comparative perspective: why does SISU increase dropout? The case of UNB

    AVALIAÇÃO: REVISTA DA AVALIAÇÃO DA EDUCAÇÃO SUPERIOR, 26 (446-460)

    2021
  29. MELO, L. V. S. E., NOGUEIRA, T. J. A. M., LEITE, L. L., FREITAS, S. A. A.

    Programa Aprendizagem para o 3º Milênio (A3M)

    2021
    ISBN: 9786599168932
  30. Lucas Gomes Pereira

    Applying Gamification Techniques to the Team-Based Learning Methodology: Applying Octalysis in TBL Phase 1

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2020
  31. MOTA, V. F. S., GOMES, R. L., FREITAS, S. A. A.

    Internet das Coisas como Plataforma Multidisciplinar de Aprendizagem: Projetos Integradores Hardware/Software

    2020
  32. Victor Hugo Arnaud Deon

    PGTBL - Team-Based Learning management platform

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2019
  33. CALAZANS, Angelica Toffano Seidel, MASSON, E., SOUZA, M., BRITO, I., PALDES, R., KOSLOSKI, RICARDO AJAX DIAS, RAMOS, C. S., GUIMARAES, F.

    Ensino SUPERIOR com metodologias ativas: na prática, como se faz

    Clube dos autores

    2019
  34. KOSLOSKI, RICARDO AJAX DIAS, RAMOS, CRISTIANE SOARES, CANEDO, E. D., GOULART, H. B.

    Aprendizagem baseada em projetos aplicada em uma disciplina de integração de Engenharias: desafios e benefícios

    Simpósio Brasileiro de Informática na Educação (SBIE) • Brasilia

    2019
  35. LEMES, R. F., FREITAS, S. A. A.

    Uso do algoritmo Apriori na avaliação da motivação em uma gamificação

    Simpósio Brasileiro de Informática na Educação (SBIE) • Brasilia

    2019
  36. Nogueira, Teresinha de Jesus Araújo Magalhães, Melo, Lívia Veleda de Sousa e, FREITAS, S. A. A., Leite, Letícia Lopes, Macedo, Harineide Madeira

    PROGRAMA APRENDIZAGEM PARA O 3º MILÊNIO (A3M): PROMOVENDO A INSTITUCIONALIZAÇÃO DE AÇÕES INOVADORAS NA UNB

    2019
  37. CUNHA, G. C. A., BARRAQUI, L. P., FREITAS, S. A. A.

    Evaluating the use of gamification in mathematics learning in primary school children

    48th Annual Frontiers in Education (FIE) • San Francisco

    2018
  38. MARSICANO, G. C.

    Processo de Aprendizagem Conversacional para a Elicitação de Requisitos: Uma nova possibilidade para a construção de relações entre engenheiro de software e seus stakeholders

    Novas Ediçoes Acadêmicas

    2018
    ISBN: 978-6202194716
  39. MELO, L. V. S. E., NOGUEIRA, T. J., FREITAS, S. A. A., LEITE, L. L.

    Programa A3M: construção e socialização de ações pedagógicas inovadoras na UNB

    X Simpósio Nacional de Educação • Frederico Westphalen - RS

    2018
  40. NOGUEIRA, T. J. A., MELO, L. V. S. E., FREITAS, S. A. A., LEITE, L. L., MACEDO, H.

    Programa Aprendizagem para o 3º Milênio (A3M): Identificando o processo de Mediação Pedagógica em Espaços Integrados de Ensino e Aprendizagem

    XV Congresso Brasileiro de Ensino Superior a Distância • Natal

    2018
  41. RAMOS, CRISTIANE SOARES, KOSLOSKI, Ricardo Ajax Dias, VENSON, ELAINE, DA COSTA FIGUEIREDO, REJANE M., DEON, VICTOR HUGO A.

    TBL as an active learning-teaching methodology for software engineering courses

    the XXXII Brazilian Symposium, p289 • Sao Carlos

    2018
  42. Leandro Alves Ferreira Santos

    Gamified Software to Support Teaching and Learning Mathematics for Children

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2017
    The usage of software has grown as computers become popular. There have emerged, both in academia and in the market, technological solutions for several areas, among them education. On the other hand, classroom teaching and learning continues to suffer from classical educational problems such as lack of student and teacher motivation and lack of clear educational goals. And although software supports learning across a range of disciplines and ages, children’s audiences, especially in mathematics, have been little contemplated with the benefits that technological solutions can bring. Therefore, the use of pedagogical approaches, such as Bloom’s Taxonomy and Formative Assessments, together with gamification techniques, such as Octalysis, can be used to develop a technological solution that contemplates this public. The present work aims to design and develop software to assist the teaching and learning of mathematics for children in the classroom. Among the results obtained are the design of gamification in Octalysis, the types of questions and pedagogical approach to be used, besides the software itself in operation.
  43. CUNHA, GEOVÂNIA, BARRAQUI, LUCIANA, FREITAS, S. A. A.

    Uso da gamificação nos anos iniciais do ensino fundamental brasileiro

    XXVIII Simpósio Brasileiro de Informática na Educação SBIE • Recife

    2017
  44. DIAS CANEDO, EDNA, SANTOS, GIOVANNI ALMEIDA, FREITAS, S. A. A.

    Analysis of the teaching-learning methodology adopted in the introduction to computer science classes

    2017 IEEE Frontiers in Education Conference (FIE) • Indianapolis

    2017
  45. FREITAS, S. A. A., LACERDA, ARTHUR R. T., CALADO, PAULO M. R. O., LIMA, THIAGO S., DIAS CANEDO, EDNA

    Gamification in education: A methodology to identify student's profile

    2017 IEEE Frontiers in Education Conference (FIE) • Indianapolis

    2017
  46. MELO, L. V. S. E., FREITAS, S. A. A., NOGUEIRA, T. J., ANDRADE, M., LOURENCO, V.

    Programa Aprendizagem para o Terceiro Milênio (A3M): política de valorização e promoção de ações educacionais inovadoras na Universidade de Brasília

    XIV Congresso Brasileiro de Ensino Superior a Distância • Rio Grande - RS

    2017
  47. Bruna Nayara Lima

    Framework for Evaluating Educational Games: Motivational and Learning Aspects

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2016
  48. Wilker Mesquita de Assunção

    Gamified Learning Environment for Teaching Algorithms

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2016
    The use of software has been increasingly popular in society, including in virtual learning environments. As technology advances, pedagogical methods have evolved, giving rise to new approaches aimed at leveraging these advancements to enhance teaching and learning processes. This study introduces the adaptation of a virtual learning environment for teaching algorithms, employing Gamification techniques as proposed by Yu-kai Chou, in conjunction with the educational strategies developed by Salman Khan. The virtual learning environment Moodle was used to structure a fully gamified course on algorithms, supported by the software Funifier and Scratch. The online course, lasting one month, is structured into weekly tasks that cover the basic concepts of computational algorithms, incorporating established gamification elements such as points, badges, and leaderboards, aiming to effectively engage and motivate students.
  49. FREITAS, S. A. A., LIMA, THIAGO, CANEDO, EDNA, COSTA, RICARDO LOPES

    Gamificação e avaliação do engajamento dos estudantes em uma disciplina técnica de curso de graduação

    XXVII Simpósio Brasileiro de Informática na Educação, p370-379 • Uberlandia

    2016
  50. FREITAS, S. A. A., SILVA, RITA DE CASSIA, LUCENA, TIAGO FRANKLIN R., RIBEIRO, EDUARDO DO N., LIMA, VICTOR COTRIM DE, SILVA, RODRIGO M. S. DA

    Smart Quizzes in the Engineering Education

    2016 49th Hawaii International Conference on System Sciences (HICSS) • Koloa

    2016
  51. FREITAS, S. A. A., SILVA, WANDER C. M. P., MARSICANO, GEORGE

    Using an Active Learning Environment to Increase Students' Engagement

    2016 IEEE 29th International Conference on Software Engineering Education and Training (CSEET) • Dallas

    2016
  52. MARSICANO, GEORGE, MENDES, FABIANA FREITAS, FERNANDES, MAURICIO VIDOTTI, FREITAS, S. A. A.

    An Integrated Approach to the Requirements Engineering and Process Modelling Teaching

    2016 IEEE 29th International Conference on Software Engineering Education and Training (CSEET) • Dallas

    2016
  53. Pedro Henrique Potiguara Carvalho

    Search System in a Virtual Learning Environment Based on Profiles

    Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)

    2014
    This work aims to model and implement the search part of a virtual learning environment, taking into account both the group profile of the user performing the search and their individual profile. This type of search modeling allows documents that are closer to the user's needs and therefore more relevant to them to be presented as search results. Throughout the work, the proposal is described, as well as the development process adopted for the work. The methodology used for the work revolves around studies of already implemented solutions for defining group profiles and individual profiles, in addition to composing (integrating) these implementations and building the search associated with this composition. As a result of this work, an environment was developed capable of presenting HTML pages with content relevant to the user, based on a search performed by them and based on their profile.

Courses & Classes

  • FREITAS, Sergio A. A.; RAMOS, CRISTIANE SOARES; MORTARI, Márcia R.; VIANA, Diane M.; BESSA, Eduardo. Workshop - Learning Indicators, 2022. (Short course/Other).

  • Fundamentals of Computer Architecture, Gamified as “Knowledge Battle”: The course restructured as “Knowledge Battle”, a gamified educational experience. This innovative format, based on the concepts of McGonigal and the Octalysis framework, transforms the classroom into an interactive learning space. Students participate in knowledge duels, answering questions about topics from the discipline, and earn “coins” based on the quality of their responses. The contents are previously available through the textbooks adopted in the discipline, encouraging prior study. Gamification proved effective in increasing student engagement and enjoyment in the learning process. 2015. Author: Sergio Freitas. Resources available: Standardized forms for monitoring duels and spreadsheets for identifying similar performance profiles. Start: 2015, concluded in 2017.

Contact & Collaboration

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