Gamification

Gamification is a process that uses elements, techniques, and game design mechanics in contexts not related to games, aiming to increase user motivation, participation, and engagement. Gamification has been applied in various fields, such as education, marketing, health, and corporate training, becoming a growing trend over the last decade.

About the Area Coordinator

Prof. Sergio Antônio Andrade de Freitas

Specialist in gamification and Full Professor at the University of Brasília - UnB. His experience spans both gamification in Education and the application of this methodology in other fields. He is recognized for integrating game design elements into educational and business contexts, aiming to increase user motivation, participation, and engagement. His dedication to research in Gamification and Learning Analytics has contributed to innovation and the development of new teaching and learning strategies in the area of Software Engineering.
More About the Coordinator

Research Team

Researchers

Master’s degree

Undergraduate Research

Bachelor’s Thesis

  • Brenno Oliveira Silva. Development of a Solution for the Gamification of the RE Course . Bachelor of Software Engineering - University of Brasília (Brazil), (2024). Advisor(s): George Marsicano . Tags: Gamification, Requirements Engineering, .
  • Paulo Vitor Silva Abi Acl. Development of a Solution for the Gamification of the RE Course . Bachelor of Software Engineering - University of Brasília (Brazil), (2024). Advisor(s): George Marsicano . Tags: Gamification, Requirements Engineering, .
  • Iago Ribeiro. Development of the Teacher Solution for SUPER-R . Bachelor of Software Engineering - University of Brasília (Brazil), (2024). Advisor(s): George Marsicano . Tags: Gamification .
  • Victor Yukio. Development of the Student Solution for SUPER-R . Bachelor of Software Engineering - University of Brasília (Brazil), (2024). Advisor(s): George Marsicano . Tags: Gamification .
  • Antonio Rangel Chaves. Gamification in the Moodle Virtual Learning Environment: Guide and Tool for Content Creators . Bachelor of Software Engineering - University of Brasília (Brazil), (2023). Advisor(s): Sergio Freitas . Tags: Gamification .
  • Vitor Diniz Pagani Vieira Ribeiro. Gamification in the Moodle Virtual Learning Environment: Guide and Tool for Content Creators . Bachelor of Software Engineering - University of Brasília (Brazil), (2023). Advisor(s): Sergio Freitas . Tags: Gamification .

Previous Researchers

Master’s degree

  1. Arthur Rocha Temporim de Lacerda, Gamified Chatbot Management Process: A way to build gamified chatbots . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2024 Advisor(s): Sergio Freitas . Tags: Gamification, Machine Learning .
    Chatbot development frameworks provide a range of construction methods; however, established processes like the Chatbot Management Process (CMP) often lack activities specifically tailored to enhance user engagement. This thesis presents the Gamified Chatbot Management Process (GCMP), an extension of the CMP that integrates and adapts activities to boost user interaction with chatbots. Three iterations of the GCMP were created, each incorporating enhancements driven by the Goal-Question-Metric (GQM) methodology. This iterative approach supported the continuous evaluation and evolution of the process. Experiments with real users indicated positive engagement, with all participants successfully meeting the set objectives. Furthermore, the average deployment time was reduced by 66% from the initial to the final version. User assessments also gave top ratings for the quality of responses generated by the chatbot. These results demonstrate the effectiveness of the proposed GCMP. The findings suggest a strong positive correlation between implementing the GCMP and improvements in developing gamified chatbots. The advances in both chatbot functionality and gamification techniques highlight the potential for widespread adoption of the GCMP as a reliable and effective approach for creating gamified chatbots.
  2. Luciana Santos de Assis, Critical Evaluation and Case Study on the Implementation of Gamification in Organizational Contexts . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2023 Advisor(s): Sergio Freitas . Tags: Gamification, Soft Skills, Digital Transformation .
    Gamification is a way to use game elements and apply them in real-world contexts to motivate people and create a more productive environment. Considered a tool aimed at increasing engagement, gamification can be applied across various areas, including organizational activities. This work proposes a Case Study at the Brazilian Agricultural Research Corporation (Embrapa), analyzing the effects of a gamification solution applied to the Innovation Macroprocess (MPI), which is responsible for managing research, development, and innovation solutions for the sustainability of the Brazilian agribusiness. The main goal is to evaluate the effectiveness of gamification in enhancing engagement, collaboration, and motivation of employees regarding the use of the Asset Management System (Gestec), a computational tool that implements part of the MPI. Initially, a study of the theoretical foundations of gamification was conducted, followed by a Systematic Literature Review (SLR) to investigate the main frameworks, techniques, and effects of gamification solutions in organizational environments. Subsequently, a Case Study was initiated with the identification of the motivational profile of the target audience and the development of a project that includes the application of sixteen gamification requirements. Of these, ten requirements were prioritized and implemented for the experimentation phase, which was made available to a group of twenty-seven participants to evaluate the effects of the proposed solution. Overall, the results indicated an improvement in the motivational perception regarding the use of the system.
  3. Públio Pastrolin Cavalcante, Evaluation of the change in report quality with the application of gamification in police intelligence activities . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2023 Advisor(s): Sergio Freitas . Tags: Gamification, Soft Skills .
    The gamification of non-playful activities has gained traction in the industrial, service, and educational sectors, demonstrating that introducing game elements into an environment can make activities more engaging, fun, and enjoyable. This approach has proven to be an effective strategy for motivating and involving individuals, recognized as a valuable tool for managers. In the context of the Military Police of the Federal District, which is responsible for overt policing and maintaining public order in the nation's capital, Intelligence Activity plays a crucial role in supporting strategic, tactical, and operational decisions. This study introduces the Gamified Intelligence Reporting Process (GIRP), developed for the Military Police Intelligence System. The gamification model was based on the Octalysis framework, supplemented by statistical techniques derived from the Intrinsic Motivation Inventory and document analyses. The aim of the GIRP is to improve the quality of intelligence reports through gamification, benefiting from an iterative evaluation and planning process. Additionally, the work provides a theoretical foundation on gamification, Intelligence Activity, Public Security, and an overview of the Military Police of the Federal District.
  4. Ana Cláudia Alves Mendes Araújo, REQGAME - Requirements Elicitation with Gamification - An Experiment in Software Projects in a Federal Public Agency . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2021 Advisor(s): Sergio Freitas . Tags: Gamification, Requirements Engineering .
    The success of a software project is closely linked to the clarity and accuracy of its requirements. These requirements outline the project scope and establish the expected operation of the software. Thus, the requirement elicitation phase is a critical milestone in the software development lifecycle, demanding excellent communication, cooperation, and motivation skills among all stakeholders. However, challenges such as effective collaboration and scheduling coordination can compromise engagement and active participation in this process. To overcome these obstacles and stimulate participation, gamification has proven to be an effective strategy by applying game mechanics in non-game contexts. Within this framework, Octalysis, a gamification framework developed by Yu-Kai Chou, offers a methodology to tailor and customize gamification according to the user profiles involved. This study introduces REQGame, an innovative method that integrates gamification into the requirement elicitation process, based on the Octalysis framework. The aim is to enhance the involvement and engagement of participants, also evaluating the positive effects that the implementation of gamification techniques can bring to the process.

Undergraduate Research

Bachelor’s Thesis

  1. João Vitor Lopes de Farias, Journey - the use of RPG in a learning process , 2023 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  2. Lucas Naves Cauê Oliveira, University of Heuristics - A Game to Support Learning Nielsen's Heuristics . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2023 Advisor(s): Fabiana Mendes . Tags: Gamification, Software Quality .
  3. 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 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  4. Ateldy Brasil Filho, Gamification Evaluation - A Practical Application in a Junior Company . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Cristiane Ramos . Tags: Gamification, Education .
  5. Luiz Henrique Fernandes Zamprogno, Gamified Chatbot for Academic Information Inquiry . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Artificial Intelligence .
  6. Rafael Santos Teodosio, $tudy - A Gamified Financial Education System . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Education .
    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.
  7. Victor Eduardo Araujo Ribeiro, Gamified Chatbot for Academic Information Inquiry . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Artificial Intelligence .
  8. Érico Maximiano Bandeira, Pixel - A Gamified Tool for Learning Usability Criteria . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  9. 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 Advisor(s): Sergio Freitas . Tags: Gamification, Education .
    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.
  10. Bruno Contessotto Bragança Pinheiro, Active Gamification - A Process for Successful Gamification . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2019 Advisor(s): Sergio Freitas . Tags: Gamification .
  11. Paulo Markes Rodrigues de Oliveira Calado, Strategy to identify improvement opportunities in gamified applications . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2018 Advisor(s): Sergio Freitas . Tags: Gamification, Requirements Engineering .
    Currently, individuals are spending an increasing amount of time using devices connected to the internet, making it a challenge to capture and maintain the attention of a specific audience. Distraction occurs in an instant; a moment of inattention is all it takes for everyone to start checking notifications on their phones. The speed at which new technologies and software are adopted is only matched by the speed at which they are abandoned. Against this backdrop, an emerging strategy in various fields is the incorporation of playful elements as a means of fostering engagement, a concept known as gamification. While gamification proves to be a promising approach, it is essential that it continuously evolves to remain appealing and aligned with the expectations and development of its audience. A thorough analysis of a gamified initiative, aimed at identifying areas for improvement, is crucial for determining directions for evolution. Therefore, this study aims to define a strategy that enables the identification of potential improvements in gamified applications. Such improvements are highlighted by the evaluation of project indicators that measure usability and by direct feedback from users after testing the application. Direct interaction with users allows adjustments to be informed by the perspectives of those the project is intended for. The convergence of users' views in favor of the suggested improvements validates the effectiveness of the proposed strategy.
  12. 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 Advisor(s): Sergio Freitas . Tags: Gamification, Education, Active Learning .
    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.
  13. Tiago Ribeiro de Assunção, Application of Gamification in the About Social Network . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2017 Advisor(s): Sergio Freitas . Tags: Gamification, Soft Skills .
    In recent years, social media platforms have gained significant visibility in the technological landscape, becoming a predominant channel for communication and information dissemination among digital users. The Social Network About (RSA), a platform developed by a student from the University of Brasília, exemplifies this phenomenon by attracting users for initial use. However, it faces challenges in retaining these users over the long term. Gamification emerges as a promising methodology in this context, employing techniques designed to motivate and engage users in performing specific activities, maintaining their interest through different stages of software interaction. This study proposes the integration of a gamification framework into the Social Network About (RSA), positioning itself as a technological development project. The aim is to overcome the user retention challenges identified in RSA by applying gamification principles that encourage continuous and engaged user participation. Through this approach, the goal is not only to increase the platform's usage time but also to enrich the user experience, promoting a deeper and more meaningful engagement with the social network. Therefore, this work represents a valuable contribution to the field of social software development, by exploring the application of gamification strategies as a means to improve the user-platform interaction dynamics in social networks.
  14. João Vitor de Moura Rosa Silva, SAMI - System for analyzing learning indicator metrics , 2016 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  15. Ludimila da Bela Cruz, Support Tool for the Construction of Gamification Projects . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016 Advisor(s): Sergio Freitas . Tags: Gamification, .
    Motivation is the driving force that leads people to achieve goals, objectives, or solve problems. This project proposes the creation of a tool that, through the use of gamification elements, allows the user to shape that motivation. The idea of using gamification to make people feel as motivated in real life as they do while playing has been explored by various authors in recent years. Integrating technology with gamification aims to extend the reach of gamification to the public. Gamification not only uses game elements to motivate but also generates engagement, making people committed to their personal goals, corporate objectives, or any other cause where gamification is applied. The development of the tool began with a literature review, from which a specific gamification model was selected to form the core of the tool. The initial proposal was crafted with the intention of providing users with a support tool for the construction of gamification projects. The developed tool aligns with this philosophy.
  16. Wilker Mesquita de Assunção, Gamified Learning Environment for Teaching Algorithms . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016 Advisor(s): Sergio Freitas . Tags: Gamification, Education .
    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.

Current Projects

Publications and Productions

Publications (35)

  1. 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 , in Frontiers in Education 2024 , pTo appear, 2024 . Tags: Active Learning, Learning Analytics, Gamification .
  2. 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 , in Frontiers in Education 2024 , pTo appear, 2024 . Tags: Active Learning, Gamification .
  3. 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 , in 24th International Conference on Computational Science and Its Applications - ICCSA 2024 , p49-67, 2024 . DOI: 10.1007/978-3-031-64608-9_4 . Tags: Active Learning, Gamification .
    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.
  4. LACERDA, A. R. T.,FREITAS, S. A. A.,RAMOS, C. S., Gamified Chatbot Management Process: A way to build gamified chatbots , in 10th Intelligent Systems Conference , 2024 . DOI: 10.1007/978-3-031-66428-1_2 . Tags: Gamification, Machine Learning .
    This paper proposes the incorporation of gamification with machine learning for the development of chatbots. The Gamified Chatbot Development Process (GCMP), is a process for the development of gamified chatbots, it comprises eight activities, arranged into four steps, emphasizing gamification implementation. This process includes gamification planning, gamification management, updating chatbot content, chatbot behavior implementation, chatbot behavior validation, chatbot behavior analysis, chatbot delivery, and chatbot usage analysis. GCMP provides a clear and structured guide, allowing flexibility to accommodate each project’s specific requirements. This article describes the methodology employed, which includes the application of an experiment with software engineering students. The experiment is conducted by providing documents, holding weekly meetings, and collecting pertinent data. The applicability of GCMP in gamified chatbot projects is examined, and a new version of the process is proposed to resolve the gaps found, and conclusions are drawn based on experiments.
  5. ASSIS, L. S.,FREITAS, S. A. A., Gamification in Organizational Contexts: A Systematic Literature Review , in 25th International Conference on Human-Computer Interaction , 2023 . DOI: 10.1007/978-3-031-35969-9_23 . Tags: Gamification .
  6. ERVEN, R. V.,JUBE, D.,SANTOS, H.,FREITAS, S. A. A.,CANEDO, E. D., Gamification project to receive continuous feedback in the context of the evolution of public service for lawyers , in 2023 IEEE ASEE Frontiers in Education , 2023 . DOI: 10.1109/fie58773.2023.10343441 . Tags: Gamification .
  7. Arthur Rocha Temporim de Lacerda, Gamified Chatbot Management Process: A way to build gamified chatbots . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2024 Advisor(s): Sergio Freitas . Tags: Gamification, Machine Learning .
    Chatbot development frameworks provide a range of construction methods; however, established processes like the Chatbot Management Process (CMP) often lack activities specifically tailored to enhance user engagement. This thesis presents the Gamified Chatbot Management Process (GCMP), an extension of the CMP that integrates and adapts activities to boost user interaction with chatbots. Three iterations of the GCMP were created, each incorporating enhancements driven by the Goal-Question-Metric (GQM) methodology. This iterative approach supported the continuous evaluation and evolution of the process. Experiments with real users indicated positive engagement, with all participants successfully meeting the set objectives. Furthermore, the average deployment time was reduced by 66% from the initial to the final version. User assessments also gave top ratings for the quality of responses generated by the chatbot. These results demonstrate the effectiveness of the proposed GCMP. The findings suggest a strong positive correlation between implementing the GCMP and improvements in developing gamified chatbots. The advances in both chatbot functionality and gamification techniques highlight the potential for widespread adoption of the GCMP as a reliable and effective approach for creating gamified chatbots.
  8. Luciana Santos de Assis, Critical Evaluation and Case Study on the Implementation of Gamification in Organizational Contexts . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2023 Advisor(s): Sergio Freitas . Tags: Gamification, Soft Skills, Digital Transformation .
    Gamification is a way to use game elements and apply them in real-world contexts to motivate people and create a more productive environment. Considered a tool aimed at increasing engagement, gamification can be applied across various areas, including organizational activities. This work proposes a Case Study at the Brazilian Agricultural Research Corporation (Embrapa), analyzing the effects of a gamification solution applied to the Innovation Macroprocess (MPI), which is responsible for managing research, development, and innovation solutions for the sustainability of the Brazilian agribusiness. The main goal is to evaluate the effectiveness of gamification in enhancing engagement, collaboration, and motivation of employees regarding the use of the Asset Management System (Gestec), a computational tool that implements part of the MPI. Initially, a study of the theoretical foundations of gamification was conducted, followed by a Systematic Literature Review (SLR) to investigate the main frameworks, techniques, and effects of gamification solutions in organizational environments. Subsequently, a Case Study was initiated with the identification of the motivational profile of the target audience and the development of a project that includes the application of sixteen gamification requirements. Of these, ten requirements were prioritized and implemented for the experimentation phase, which was made available to a group of twenty-seven participants to evaluate the effects of the proposed solution. Overall, the results indicated an improvement in the motivational perception regarding the use of the system.
  9. Públio Pastrolin Cavalcante, Evaluation of the change in report quality with the application of gamification in police intelligence activities . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2023 Advisor(s): Sergio Freitas . Tags: Gamification, Soft Skills .
    The gamification of non-playful activities has gained traction in the industrial, service, and educational sectors, demonstrating that introducing game elements into an environment can make activities more engaging, fun, and enjoyable. This approach has proven to be an effective strategy for motivating and involving individuals, recognized as a valuable tool for managers. In the context of the Military Police of the Federal District, which is responsible for overt policing and maintaining public order in the nation's capital, Intelligence Activity plays a crucial role in supporting strategic, tactical, and operational decisions. This study introduces the Gamified Intelligence Reporting Process (GIRP), developed for the Military Police Intelligence System. The gamification model was based on the Octalysis framework, supplemented by statistical techniques derived from the Intrinsic Motivation Inventory and document analyses. The aim of the GIRP is to improve the quality of intelligence reports through gamification, benefiting from an iterative evaluation and planning process. Additionally, the work provides a theoretical foundation on gamification, Intelligence Activity, Public Security, and an overview of the Military Police of the Federal District.
  10. João Vitor Lopes de Farias, Journey - the use of RPG in a learning process , 2023 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  11. Lucas Naves Cauê Oliveira, University of Heuristics - A Game to Support Learning Nielsen's Heuristics . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2023 Advisor(s): Fabiana Mendes . Tags: Gamification, Software Quality .
  12. 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 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  13. CAVALCANTI, P. P.,FREITAS, S. A. A., Evaluation of the Change in the Quality of Reports with the Application of Gamification in a Corporative Institution , in Proceedings of the 24th International Conference on Human-Computer Interaction , p353-367, 2022 . DOI: 10.1007/978-3-031-05544-7_27 . Tags: Gamification, Digital Transformation .
  14. Ateldy Brasil Filho, Gamification Evaluation - A Practical Application in a Junior Company . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Cristiane Ramos . Tags: Gamification, Education .
  15. Luiz Henrique Fernandes Zamprogno, Gamified Chatbot for Academic Information Inquiry . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Artificial Intelligence .
  16. Rafael Santos Teodosio, $tudy - A Gamified Financial Education System . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Education .
    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.
  17. Victor Eduardo Araujo Ribeiro, Gamified Chatbot for Academic Information Inquiry . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Artificial Intelligence .
  18. Érico Maximiano Bandeira, Pixel - A Gamified Tool for Learning Usability Criteria . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  19. A. SOUSA E SILVA, MATEUS,BARROS DE SALES, ANDRÉ,MENDES, F. F., Aspectos de qualidade em jogos sérios digitais , RENOTE. REVISTA NOVAS TECNOLOGIAS NA EDUCAÇÃO , 19(207-216), 2021 . DOI: 10.22456/1679-1916.118428 . Tags: Gamification .
  20. Ana Cláudia Alves Mendes Araújo, REQGAME - Requirements Elicitation with Gamification - An Experiment in Software Projects in a Federal Public Agency . Master's Thesis in Applied Computing, University of Brasília (Brazil), 2021 Advisor(s): Sergio Freitas . Tags: Gamification, Requirements Engineering .
    The success of a software project is closely linked to the clarity and accuracy of its requirements. These requirements outline the project scope and establish the expected operation of the software. Thus, the requirement elicitation phase is a critical milestone in the software development lifecycle, demanding excellent communication, cooperation, and motivation skills among all stakeholders. However, challenges such as effective collaboration and scheduling coordination can compromise engagement and active participation in this process. To overcome these obstacles and stimulate participation, gamification has proven to be an effective strategy by applying game mechanics in non-game contexts. Within this framework, Octalysis, a gamification framework developed by Yu-Kai Chou, offers a methodology to tailor and customize gamification according to the user profiles involved. This study introduces REQGame, an innovative method that integrates gamification into the requirement elicitation process, based on the Octalysis framework. The aim is to enhance the involvement and engagement of participants, also evaluating the positive effects that the implementation of gamification techniques can bring to the process.
  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 Advisor(s): Sergio Freitas . Tags: Gamification, Education .
    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. LEMES, R. F.,FREITAS, S. A. A., Uso do algoritmo Apriori na avaliação da motivação em uma gamificação , in Simpósio Brasileiro de Informática na Educação (SBIE) , 2019 . DOI: 10.5753/cbie.sbie.2019.694 . Tags: Gamification, Active Learning .
  23. Bruno Contessotto Bragança Pinheiro, Active Gamification - A Process for Successful Gamification . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2019 Advisor(s): Sergio Freitas . Tags: Gamification .
  24. CUNHA, G. C. A.,BARRAQUI, L. P.,FREITAS, S. A. A., Evaluating the use of gamification in mathematics learning in primary school children , in 48th Annual Frontiers in Education (FIE) , 2018 . DOI: 10.1109/FIE.2018.8658950 . Tags: Gamification, Active Learning .
  25. LEAO, H. A. T.,SOUZA, R. V. F.,MACIEL, A. A. F.,FREITAS, S. A. A.,CANEDO, E. D., Gamificação aplicada ao desenvolvimento de software: Análise e Projeto , in XX ENCOINFO , 2018 . Tags: Gamification, Software Architecture .
  26. Paulo Markes Rodrigues de Oliveira Calado, Strategy to identify improvement opportunities in gamified applications . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2018 Advisor(s): Sergio Freitas . Tags: Gamification, Requirements Engineering .
    Currently, individuals are spending an increasing amount of time using devices connected to the internet, making it a challenge to capture and maintain the attention of a specific audience. Distraction occurs in an instant; a moment of inattention is all it takes for everyone to start checking notifications on their phones. The speed at which new technologies and software are adopted is only matched by the speed at which they are abandoned. Against this backdrop, an emerging strategy in various fields is the incorporation of playful elements as a means of fostering engagement, a concept known as gamification. While gamification proves to be a promising approach, it is essential that it continuously evolves to remain appealing and aligned with the expectations and development of its audience. A thorough analysis of a gamified initiative, aimed at identifying areas for improvement, is crucial for determining directions for evolution. Therefore, this study aims to define a strategy that enables the identification of potential improvements in gamified applications. Such improvements are highlighted by the evaluation of project indicators that measure usability and by direct feedback from users after testing the application. Direct interaction with users allows adjustments to be informed by the perspectives of those the project is intended for. The convergence of users' views in favor of the suggested improvements validates the effectiveness of the proposed strategy.
  27. CUNHA, GEOVÂNIA,BARRAQUI, LUCIANA,FREITAS, S. A. A., Uso da gamificação nos anos iniciais do ensino fundamental brasileiro , in XXVIII Simpósio Brasileiro de Informática na Educação SBIE , 2017 . DOI: 10.5753/cbie.sbie.2017.1742 . Tags: Gamification, Education, Active Learning .
  28. 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 , in 2017 IEEE Frontiers in Education Conference (FIE) , 2017 . DOI: 10.1109/FIE.2017.8190499 . Tags: Gamification, Active Learning .
  29. 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 Advisor(s): Sergio Freitas . Tags: Gamification, Education, Active Learning .
    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.
  30. Tiago Ribeiro de Assunção, Application of Gamification in the About Social Network . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2017 Advisor(s): Sergio Freitas . Tags: Gamification, Soft Skills .
    In recent years, social media platforms have gained significant visibility in the technological landscape, becoming a predominant channel for communication and information dissemination among digital users. The Social Network About (RSA), a platform developed by a student from the University of Brasília, exemplifies this phenomenon by attracting users for initial use. However, it faces challenges in retaining these users over the long term. Gamification emerges as a promising methodology in this context, employing techniques designed to motivate and engage users in performing specific activities, maintaining their interest through different stages of software interaction. This study proposes the integration of a gamification framework into the Social Network About (RSA), positioning itself as a technological development project. The aim is to overcome the user retention challenges identified in RSA by applying gamification principles that encourage continuous and engaged user participation. Through this approach, the goal is not only to increase the platform's usage time but also to enrich the user experience, promoting a deeper and more meaningful engagement with the social network. Therefore, this work represents a valuable contribution to the field of social software development, by exploring the application of gamification strategies as a means to improve the user-platform interaction dynamics in social networks.
  31. 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 , in XXVII Simpósio Brasileiro de Informática na Educação , 2016 . DOI: 10.5753/cbie.sbie.2016.370 . Tags: Gamification, .
  32. NAYARA, BRUNA,CRUZ, LUDIMILA DA BELA,FREITAS, S. A. A., Metodologia para avaliação da gamificação em jogos , in XXVII Simpósio Brasileiro de Informática na Educação , 2016 . DOI: 10.5753/cbie.sbie.2016.510 . Tags: Gamification .
  33. João Vitor de Moura Rosa Silva, SAMI - System for analyzing learning indicator metrics , 2016 Advisor(s): Sergio Freitas . Tags: Gamification, Active Learning .
    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.
  34. Ludimila da Bela Cruz, Support Tool for the Construction of Gamification Projects . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016 Advisor(s): Sergio Freitas . Tags: Gamification, .
    Motivation is the driving force that leads people to achieve goals, objectives, or solve problems. This project proposes the creation of a tool that, through the use of gamification elements, allows the user to shape that motivation. The idea of using gamification to make people feel as motivated in real life as they do while playing has been explored by various authors in recent years. Integrating technology with gamification aims to extend the reach of gamification to the public. Gamification not only uses game elements to motivate but also generates engagement, making people committed to their personal goals, corporate objectives, or any other cause where gamification is applied. The development of the tool began with a literature review, from which a specific gamification model was selected to form the core of the tool. The initial proposal was crafted with the intention of providing users with a support tool for the construction of gamification projects. The developed tool aligns with this philosophy.
  35. Wilker Mesquita de Assunção, Gamified Learning Environment for Teaching Algorithms . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016 Advisor(s): Sergio Freitas . Tags: Gamification, Education .
    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.

Apps and programs

  1. HCI Journey mobile - support app for the gamified Human-Computer Interaction discipline (HCI Journey), 2023.
  2. Teodosio, Rafael Santos; $tudy - financial education for youth, 2022.
  3. Bandeira, Érico Maximiano; Pixel - gamified site. University of Brasília, 2022.

Courses & Classes

  1. Portal for training and identifying the motivational profile of a target audience to be gamified: A web portal designed for training and identifying the motivational profile of a target audience for gamification. This portal includes practical sections for judge teams to evaluate motivational profiles. The resulting motivational profile is an Octalysis profile. Teams monitor the development of motivational profiles and compare them with others. The portal uses questionnaires for profile creation and is constantly evolving to incorporate new methods of identifying motivational profiles. 2023. Private site, available only upon request to the author. Author: Sergio Freitas .

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

Apps and programs

  1. Journey to Mars - gamification developed for team training in agile methodologies. Part of the project with the Ministry of Economy, via ITRAC. Developed entirely using the tools available on the MS 365 platform (Sharepoint, Forms, Automate, etc), 2022.

Contact & Collaboration

 Email for information and contact with the team: sergiofreitas@unb.br.

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