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Research line

Learning technologies, gamification, and human factors

Engagement, motivation, and learning in digital environments, through gamification, serious games, active methodologies, learning analytics, and teamwork.

Areas of expertise:6
Researchers:4
Linked projects:8

Scope

This line studies how digital technologies can sustain engagement and learning, and how human factors shape the work of software teams. It combines gamification and serious games grounded in motivation theories, active teaching methodologies, learning analytics, learning sciences, and the development of socio-emotional and collaboration skills in teams, including in software engineering education.

It is the center’s line with the largest volume of projects and supervisions, with platforms such as Alvorecer Feudal, Jornada IHC, and OctaAnalysis and UnB’s A3M program.

Research questions

  • Which gamification elements sustain intrinsic motivation over a semester?
  • How can interaction data predict dropout and disengagement risk in time to intervene?
  • Which practices develop teamwork and socio-emotional skills in computing courses?

Main methods

  • Quasi-experimental classroom studies
  • Psychometric instruments
  • Interaction data analysis
  • Participatory design

Recent output 126

  1. 2026 Software/patent registration
    Computer program registration certificate: Chatbot as a Support Tool for Requirements Engineering
    Fause Carlos Mascarenhas Lustosa Junior, George Marsicano Corrêa, Pedro Henrique Muniz de Oliveira
  2. 2026 Software/patent registration
    Computer program registration certificate: Chatbot for Administrative Inquiries at FCTE/UnB
    Breno Henrique de Souza, George Marsicano Corrêa, Giulia Domingues de Alcantara
  3. 2026 Software/patent registration
    Computer program registration certificate: Pró-vida e Eu Me Protejo
    Gabriel Marcolino Rodrigues, George Marsicano Corrêa, Nelzimar Maria Batista da Costa Ribeiro, Patricia Saldanha Marinho …
  4. 2026 Software/patent registration
    Computer program registration certificate: Eu Me Protejo Application
    George Marsicano Corrêa, Nelzimar Maria Batista da Costa Ribeiro, Patricia Saldanha Marinho de Almeida, Thaís Garofa …
  5. 2026 Undergraduate thesis
    Git Ranking: Developing a Gamified Application for Managing and Motivating Agile Teams as a GitHub App
    Ana Beatriz Norberto da Silva, Beatriz Vieira Nascimento
  6. 2026 Undergraduate thesis
    Atloria: A Gamified Platform for Data Structure Visualization in Augmented Reality
    Geovanna Maciel Avelino da Costa, Mylena Angélica Silva Farias
  7. 2026 Undergraduate thesis
    Gamification as a Teaching Strategy for Code Smell Identification
    Luciano Ricardo da Silva Junior
  8. 2026 Conference paper
    DevDog: A Gamified Web Platform for Teaching Code Smell Identification
    Luciano Ricardo da Silva Junior, Sergio Antônio Andrade de Freitas, André Luiz Peron Martins Lanna

See all publications →

Linked supervisions 58

  1. 2026 Undergraduate thesis
    Git Ranking: Developing a Gamified Application for Managing and Motivating Agile Teams as a GitHub App
    Ana Beatriz Norberto da Silva, Beatriz Vieira Nascimento
  2. 2026 TCC1 (proposal)
    AI applied to Software Engineering: An analysis of the transformations caused by AI in Software Engineering development activities
    Ian Lucca Soares Mesquita, Christian Hirsch Santos
  3. 2026 TCC1 (proposal)
    Gamification and Large Language Models: Development of an Educational Platform
    Israel Thalles Dutra dos Santos
  4. 2026 Master's qualification
    Improving Software Quality through Gamification Techniques
    Lucas Pereira Gomes Linard
  5. 2026 Undergraduate thesis
    Atloria: A Gamified Platform for Data Structure Visualization in Augmented Reality
    Geovanna Maciel Avelino da Costa, Mylena Angélica Silva Farias
  6. 2026 Undergraduate thesis
    Gamification as a Teaching Strategy for Code Smell Identification
    Luciano Ricardo da Silva Junior

See all defenses →

Line history

Evolves the line “Learning Sciences, Serious Games and Gamification” the group already registered institutionally at UnB (SIGAA, 2021–present), broadened to learning analytics, active methodologies, and human factors in teams.