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.

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
| Field | Information |
|---|---|
| Status | Ongoing |
| Start year | 2021 |
| End year | Ongoing |
| Coordination | Prof. Sergio Antonio Andrade de Freitas |
| Nature | Research, development, and innovation in educational software, gamification, and software engineering |
| Executing institution | University of Brasilia |
| Unit | Faculty of Sciences and Technologies in Engineering |
| Research institution-company cooperation | Not informed in the project record |
| Innovation potential | Evidenced 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.
Related fronts
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
| Researcher | Role |
|---|---|
| Sergio Antonio Andrade de Freitas | Coordinator |
| George Marsicano | Researcher |
| Ricardo Ajax Dias Kosloski | Researcher |
| Cristiane Soares Ramos | Researcher |
Related outputs and products
Linked C&T production
| Year | Output | Type |
|---|---|---|
| 2024 | Implementing Neuroscientific Principles in Gamified Software Engineering Courses | Conference paper |
| 2024 | Crafting Personalized Learning Environments Through Motivational Profiling | Conference paper |
| 2024 | A Process to Identify Players’ Motivational Profiles for Designing a Gamification Project | Book or book chapter |
| 2024 | Gamified Chatbot Management Process: A Way to Build Gamified Chatbots | Book or book chapter |
| 2024 | MoodleGam - Support system for creating gamifications in Moodle | Software |
| 2024 | “Galactic Journey” gamification for IBICT’s Canal Ciencia portal | Software |
| 2024 | Gamified Chatbot Management Process (GCMP) | Process or technique |
| 2023 | Gamification Project to Receive Continuous Feedback in the Context of the Evolution of Public Service for Lawyers | Conference paper |
| 2023 | Gamification in Organizational Contexts: A Systematic Literature Review | Book or book chapter |
| 2023 | Latte: A Gamified Chatbot to Support Scientific Article Writing | Software |
| 2023 | Jornada: using RPG in a learning process | Process or technique |
| 2022 | Evaluation of the Change in the Quality of Reports with the Application of Gamification in a Corporative Institution | Book or book chapter |
| 2022 | Introduction to using gamification in the classroom | Short course taught |
| 2022 | PIXEL: a gamified tool for learning usability criteria | Software |
| 2022 | $tudy: Gamified financial education system | Software |
| 2022 | Gamified Asset Management System (MPI) for Embrapa | Software |
Linked supervision
| Year | Supervision | Type |
|---|---|---|
| 2024 | Evaluation of gamification in software code quality | Ongoing supervision |
| 2024 | Gamification on Chatbots: how to build | Master’s thesis |
| 2024 | Gamification in the Moodle Virtual Learning Environment: Guide and Tool for Content Creators | Undergraduate capstone project |
| 2023 | Gamification in Software Engineering: Assessment of engagement in Information Technology teams in a Software Factory | Ongoing supervision |
| 2023 | Evaluation of changes in report quality with the application of gamification in police intelligence activities | Master’s thesis |
| 2023 | Gamification in Organizational Environments: A Case Study in a Public Company | Master’s thesis |
| 2023 | Latte: A Gamified Chatbot to Support Scientific Article Writing | Undergraduate capstone project |
| 2023 | Jornada: Using RPG in a learning process | Undergraduate capstone project |
| 2023 | Project: Studies for gamification of the Science and Technology Popularization and Outreach Platform | Undergraduate research |
| 2022 | Pixel: A gamified tool for learning usability criteria | Undergraduate capstone project |
| 2022 | $tudy - a gamified financial education system | Undergraduate capstone project |
Latest news about this project
Paper on DevDog accepted at the SBES 2026 Tools Track
The paper DevDog: A Gamified Web Platform for Teaching Code Smell Identification was accepted at the Tools Track of the 40th Brazilian Symposium on Software Engineering (SBES 2026).
Software Engineering students' thesis gives rise to Atloria, an augmented reality app for teaching data structures
Geovanna Maciel Avelino da Costa and Mylena Angélica Silva Farias defended the bachelor's thesis behind Atloria, an Android app that uses augmented reality and gamification to teach data structures.
OctaAnalysis platform expands CEDIS's portfolio of digital innovation
OctaAnalysis, a platform developed by CEDIS, supports the analysis, management, and continuous improvement of gamified learning and collaboration experiences.
Voluntary call for CEDIS activities - Student registration 2025
Voluntary call for CEDIS activities - Student registration 2025.
