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2026
- 2026
Luciano Ricardo da Silva Junior, Sergio Antônio Andrade de Freitas, André Luiz Peron Martins Lanna
DevDog: A Gamified Web Platform for Teaching Code Smell Identification
40th Brazilian Symposium on Software Engineering (SBES 2026) - Tools Track, September 8-11, 2026 · São Paulo, SP, Brazil
Paper accepted at the Tools Track of the 40th Brazilian Symposium on Software Engineering (SBES 2026), presenting DevDog, a deployed gamified web platform with theory guides, contextualized exercises, line-level smell marking, immediate feedback, collectible treats (petiscos), progressive hints, and community statistics. Implemented with React, Vite, Tailwind CSS, Express, Prisma, and PostgreSQL, covering a catalog of 19 smell types inspired by Fowler's catalog. - 2026
Geovanna Maciel Avelino da Costa, Mylena Angélica Silva Farias
Atloria: A Gamified Platform for Data Structure Visualization in Augmented Reality
Bachelor of Software Engineering - University of Brasília (Brazil) · Brasília, DF
Advisor(s)Learning data structures and algorithms is a recurring challenge in computing-related courses, as it requires the understanding of abstract concepts, dynamic operations, and specific ways of organizing information. Structures such as stacks, queues, and linked lists require students to develop mental models capable of representing insertions, removals, searches, and state changes that are not always easily understood through traditional teaching approaches. In this context, this undergraduate thesis aimed to develop and evaluate Atloria, an educational mobile application that uses augmented reality and gamification to support the teaching and learning of data structures. The solution was designed based on a literature review, requirements elicitation and prioritization, data modeling, architectural definition, and the construction of a functional prototype. The application was developed for Android devices, integrating Flutter, SQLite, Unity, and AR Foundation, and includes features such as authentication, onboarding, thematic rooms, narratives, mini missions, an achievement passport, immediate feedback, and interactive visualization through augmented reality. The proposed experience organizes learning as a gamified journey, in which users interact with visual representations of data structures and track their progress through symbolic rewards and performance records. The validation process included technical tests, software quality analysis, functional tests, and user evaluation, making it possible to verify the operation of the main implemented features and collect perceptions regarding usability, engagement, and learning. The results indicated a positive evaluation of the experience, especially regarding visual organization, ease of use, and the interest generated by the gamified elements. It is concluded that the integration of augmented reality and gamification has potential as a complementary didactic resource to make the study of data structures more visual, interactive, and motivating.
