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CEDIS project
Ongoing project

Digital innovation and gamification for teaching, outreach, and software engineering

Ongoing umbrella project focused on research and development of digital strategies, gamification, indicators, and educational products for teaching, science outreach, and software engineering.

Date: 01 Jan 2021
Period: 2021-Present
People involved: 4
Themes: 5
Project illustration: Digital innovation and gamification for teaching, outreach, and software engineering

Overview

Ongoing project. Period: 2021-Present.

This project brings together research, development, and applied work on digital innovation and gamification in teaching, science outreach, and software engineering contexts. It works as an umbrella initiative for studies and products that investigate how digital environments, indicators, motivational profiles, gamified experiences, and interactive resources can support learning, engagement, collaboration, and knowledge dissemination.

At CEDIS, this line connects Software Engineering courses, undergraduate research, educational products, and science outreach experiences, while keeping a strong relationship with active learning, learning analytics, gamification, and software engineering.

General data

FieldInformation
StatusOngoing
Start year2021
End yearOngoing
CoordinationProf. Sergio Antonio Andrade de Freitas
NatureResearch, development, and innovation in educational software, gamification, and software engineering
Executing institutionUniversity of Brasilia
UnitFaculty of Sciences and Technologies in Engineering
Research institution-company cooperationNot informed in the project record
Innovation potentialEvidenced by software, processes, techniques, gamified experiences, and supporting materials for teaching and science outreach

Objectives

The main objectives are to:

  • investigate gamification models and processes applied to teaching, science outreach, and software engineering practice;
  • develop and evaluate digital products that support learning, class monitoring, progression, feedback, and engagement;
  • structure indicators and instruments to support evidence-based pedagogical decisions; and
  • turn research outcomes into reusable tools, materials, and experiences for academic and institutional contexts.

Connected fronts include:

  • gamified experiences for science outreach, including Galactic Journey ;
  • platforms and methods for monitoring, designing, and analyzing gamified experiences, such as OctaAnalysis and EduTrack ;
  • products supporting software engineering education, including DevDog , Git Ranking , and MoodleGam ; and
  • studies on motivational profiling, learning indicators, and personalization of educational environments.

Team

ResearcherRole
Sergio Antonio Andrade de Freitas Coordinator
George Marsicano Researcher
Ricardo Ajax Dias Kosloski Researcher
Cristiane Soares Ramos Researcher

Linked C&T production

YearOutputType
2024Implementing Neuroscientific Principles in Gamified Software Engineering CoursesConference paper
2024Crafting Personalized Learning Environments Through Motivational ProfilingConference paper
2024A Process to Identify Players’ Motivational Profiles for Designing a Gamification ProjectBook or book chapter
2024Gamified Chatbot Management Process: A Way to Build Gamified ChatbotsBook or book chapter
2024MoodleGam - Support system for creating gamifications in MoodleSoftware
2024“Galactic Journey” gamification for IBICT’s Canal Ciencia portalSoftware
2024Gamified Chatbot Management Process (GCMP)Process or technique
2023Gamification Project to Receive Continuous Feedback in the Context of the Evolution of Public Service for LawyersConference paper
2023Gamification in Organizational Contexts: A Systematic Literature ReviewBook or book chapter
2023Latte: A Gamified Chatbot to Support Scientific Article WritingSoftware
2023Jornada: using RPG in a learning processProcess or technique
2022Evaluation of the Change in the Quality of Reports with the Application of Gamification in a Corporative InstitutionBook or book chapter
2022Introduction to using gamification in the classroomShort course taught
2022PIXEL: a gamified tool for learning usability criteriaSoftware
2022$tudy: Gamified financial education systemSoftware
2022Gamified Asset Management System (MPI) for EmbrapaSoftware

Linked supervision

YearSupervisionType
2024Evaluation of gamification in software code qualityOngoing supervision
2024Gamification on Chatbots: how to buildMaster’s thesis
2024Gamification in the Moodle Virtual Learning Environment: Guide and Tool for Content CreatorsUndergraduate capstone project
2023Gamification in Software Engineering: Assessment of engagement in Information Technology teams in a Software FactoryOngoing supervision
2023Evaluation of changes in report quality with the application of gamification in police intelligence activitiesMaster’s thesis
2023Gamification in Organizational Environments: A Case Study in a Public CompanyMaster’s thesis
2023Latte: A Gamified Chatbot to Support Scientific Article WritingUndergraduate capstone project
2023Jornada: Using RPG in a learning processUndergraduate capstone project
2023Project: Studies for gamification of the Science and Technology Popularization and Outreach PlatformUndergraduate research
2022Pixel: A gamified tool for learning usability criteriaUndergraduate capstone project
2022$tudy - a gamified financial education systemUndergraduate capstone project
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