Area of expertise

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.

Researchers
3
Active projects
5
Related publications
41
Gamification
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. Recently, the group launched the website Gamification.org, which gathers resources, projects, and discussions related to the subject. The initiative seeks to consolidate knowledge and provide a collaborative environment for researchers, educators, and professionals interested in gamification.

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

  • Cristiane Soares Ramos

    Professor at the University of Brasília (UnB), working in the Software Engineering undergraduate program on software quality, digital government, and software engineering education.

  • George Marsicano Corrêa

    Associate Professor at the University of Brasília (UnB), working in the Software Engineering undergraduate program and the Graduate Program in Applied Computing with a focus on requirements, human aspects, and software engineering education.

PhD Student

Master’s degree

  • Lucas Pereira Gomes Linard

    Evaluation of gamification in software code quality

    Master's Thesis in Applied Computing, University of Brasília (Brazil)2024

    Advisor(s)
  • Bruno Mello Andrade

    Gamification in Software Engineering: Evaluation of engagement in Information Technology teams in a Software Factory

    Master's Thesis in Applied Computing, University of Brasília (Brazil)2023

    Advisor(s)

Undergraduate Research

  • Daniel Rodrigues da Rocha

    Predictive Framework for Student Engagement and Performance in Gamified Learning Environments Based on Octalysis, Neuroscientific Indicators, and Machine Learning

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)
  • Davi Rodrigues da Rocha

    Predictive Framework for Student Engagement and Performance in Gamified Learning Environments Based on Octalysis, Neuroscientific Indicators, and Machine Learning

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)
  • Mylena Angélica Silva Farias

    Predictive Framework for Student Engagement and Performance in Gamified Learning Environments Based on Octalysis, Neuroscientific Indicators, and Machine Learning

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)

Bachelor’s Thesis

  • Ana Beatriz Norberto da Silva

    Gamified Tool for Agile Management: A Web Application for Task Management

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)
  • Beatriz Vieira Nascimento

    Gamified Tool for Agile Management: A Web Application for Task Management

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)
  • Geovanna Maciel Avelino da Costa

    Interactive Visualization of Data Structures with Augmented Reality to Support Algorithm Teaching: A Gamified Approach for Engagement and Active Learning

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)
  • Luciano Ricardo da Silva Junior

    Gamification and Code Smells

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)
  • Mylena Angélica Silva Farias

    Interactive Visualization of Data Structures with Augmented Reality to Support Algorithm Teaching: A Gamified Approach for Engagement and Active Learning

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

    Advisor(s)

CEDIS volunteer

  • Carlos Eduardo Mendes de Mesquita

    Project on Gamification Literature Review

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

  • Diogo Oliveira Ferreira

    Project on Gamification Literature Review

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

  • Gabriel Santos Pinto

    Project on Gamification Literature Review

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

  • Maciel Ferreira Custódio Junior

    Project on Gamification Literature Review

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

  • Pietro Calegari Visentin

    Project on Gamification Literature Review

    Bachelor of Software Engineering - University of Brasília (Brazil)2025

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)
    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)
    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)
    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)
    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. Denniel William Roriz Lima

    Exploring gamification in agile software development: a study on challenges, approaches, and guidelines for implementation

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

    2025
    Advisor(s)
  2. 2023
    Advisor(s)
    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.
  3. Cauê Mateus Oliveira, Lucas Midlhey Cardoso Naves

    University of Heuristics - a game to support learning Nielsen's heuristics

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

    2022
    Advisor(s)
  4. 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)
    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.
  5. Ateldy Borges Brasil Filho

    Gamification evaluation: a practical application in a junior enterprise

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

    2021
    Advisor(s)
  6. Luiz Henrique Fernandes Zamprogno, Victor Eduardo Araújo Ribeiro

    Latte - A Gamified Chatbot to Support Scientific Article Writing

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

    2023
    Advisor(s)
  7. Rafael Santos Teodosio

    $tudy - A Gamified Financial Education System

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

    2022
    Advisor(s)
    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.
  8. Victor Eduardo Araújo Ribeiro

    Gamified chatbot for academic information inquiry

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

    2022
    Advisor(s)
  9. Érico Maximiano Bandeira

    Pixel - A Gamified Tool for Learning Usability Criteria

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

    2022
    Advisor(s)
    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.
  10. 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)
    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.
  11. Bruno Contessotto Bragança Pinheiro

    Active Gamification - A Process for Successful Gamification

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

    2019
    Advisor(s)
  12. 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)
    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.
  13. 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)
    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.
  14. 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)
    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.
  15. Advisor(s)
    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.
  16. 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)
    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.
  17. Wilker Mesquita de Assunção

    Gamified Learning Environment for Teaching Algorithms

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

    2016
    Advisor(s)
    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.
  18. 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
    Advisor(s)
    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.
  19. 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
    Advisor(s)
  20. Brenno Oliveira Silva, Paulo Vitor Silva Abi Acl

    SUPER-R: Development of a Gamified Solution for the Requirements Engineering Course

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

    2025
  21. 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
    Advisor(s)

Current Projects

  • Canal Ciência Project - A research project in partnership with IBICT and funded by FINATEC, aimed at enhancing the user experience of the Canal Ciência through the use of gamification.
  • Feudal Dawn Project - Teaching project, “Software Development” course, an educational innovation promoted by CEDIS at the University of Brasília.
  • HCI Journey Project - Teaching project, “Human-Computer Interaction” course, an educational innovation promoted by CEDIS in the Software Engineering course at the University of Brasília
  • OctaAnalysis Project - Ongoing CEDIS project focused on the research, design, validation, and continuous evolution of methods and infrastructures for gamification and learning analytics, with OctaAnalysis as its resulting product.
  • Software for Good - Software for Good (SpB) is a collective—a community of people and organizations, meanings, actions, solutions, feelings, and energies aligned to generate good through the use of software.
  • Super-R - Educational project, part of the ‘Software Requirements’ course, an educational innovation developed by CEDIS at the University of Brasília.

Publications and Productions

Publications (41)

  1. Denniel William Roriz Lima

    Exploring gamification in agile software development: a study on challenges, approaches, and guidelines for implementation

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

    2025
    Advisor(s)
  2. 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
  3. 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

    Frontiers in Education 2024 • Washington DC, USA

    2024
  4. 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.
  5. LACERDA, A. R. T., FREITAS, S. A. A., RAMOS, C. S.

    Gamified Chatbot Management Process: A way to build gamified chatbots

    10th Intelligent Systems Conference • Amsterdam, The Netherlands

    2024
    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.
  6. ASSIS, L. S., FREITAS, S. A. A.

    Gamification in Organizational Contexts: A Systematic Literature Review

    25th International Conference on Human-Computer Interaction • Copenhagen

    2023
  7. 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

    2023 IEEE ASEE Frontiers in Education • Texas

    2023
  8. 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)
    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.
  9. 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)
    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.
  10. 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)
    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.
  11. 2023
    Advisor(s)
    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.
  12. Cauê Mateus Oliveira, Lucas Midlhey Cardoso Naves

    University of Heuristics - a game to support learning Nielsen's heuristics

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

    2022
    Advisor(s)
  13. 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)
    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.
  14. 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

    Proceedings of the 24th International Conference on Human-Computer Interaction, p353-367

    2022
  15. Ateldy Borges Brasil Filho

    Gamification evaluation: a practical application in a junior enterprise

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

    2021
    Advisor(s)
  16. Luiz Henrique Fernandes Zamprogno, Victor Eduardo Araújo Ribeiro

    Latte - A Gamified Chatbot to Support Scientific Article Writing

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

    2023
    Advisor(s)
  17. Rafael Santos Teodosio

    $tudy - A Gamified Financial Education System

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

    2022
    Advisor(s)
    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. Victor Eduardo Araújo Ribeiro

    Gamified chatbot for academic information inquiry

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

    2022
    Advisor(s)
  19. Érico Maximiano Bandeira

    Pixel - A Gamified Tool for Learning Usability Criteria

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

    2022
    Advisor(s)
    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.
  20. 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
  21. 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)
    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.
  22. 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)
    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.
  23. 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
  24. Bruno Contessotto Bragança Pinheiro

    Active Gamification - A Process for Successful Gamification

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

    2019
    Advisor(s)
  25. 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
  26. 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

    XX ENCOINFO • Palmas

    2018
  27. 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)
    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.
  28. 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
  29. 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
  30. 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)
    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.
  31. 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)
    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.
  32. 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 • Uberlandia

    2016
  33. NAYARA, BRUNA, CRUZ, LUDIMILA DA BELA, FREITAS, S. A. A.

    Metodologia para avaliação da gamificação em jogos

    XXVII Simpósio Brasileiro de Informática na Educação • Uberlandia

    2016
  34. Advisor(s)
    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.
  35. 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)
    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.
  36. Wilker Mesquita de Assunção

    Gamified Learning Environment for Teaching Algorithms

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

    2016
    Advisor(s)
    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.
  37. 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
    Advisor(s)
    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.
  38. 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
    Advisor(s)
  39. Ana Júlia Mendes Santos, Maria Clara Oleari de Araújo, Júlia Rocha Fortunato, Maurício Ferreira de Araújo, Sergio Antônio Andrade de Freitas

    Rethinking HCI Education: Gamification, Heuristics, and Project-Based Learning in Action

    , p106-116

    2025
    This article proposes a pedagogical approach to teaching Human-Computer Interaction (HCI) in Software Engineering by combining heuristic evaluation, gamification, and project-based learning. Using questionnaires, statistical analysis, prototyping, and user validation, the method—based on the Octalysis framework—proved effective in improving interface quality and student engagement through educational (Role-Playing Game) RPG elements.
  40. Brenno Oliveira Silva, Paulo Vitor Silva Abi Acl

    SUPER-R: Development of a Gamified Solution for the Requirements Engineering Course

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

    2025
  41. 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
    Advisor(s)

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 A. A. 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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