Code.Ino: An Educational Game for Arduino Programming with Female Protagonism to Encourage Diversity in STEM

The use of digital games in teaching programming is a powerful strategy to engage students in a playful and meaningful way. By transforming abstract concepts into interactive challenges, games stimulate curiosity, creativity, and logical thinking—elements essential for learning computing. In this context, this article presents the educational digital game Code.Ino for teaching Arduino programming. This game was developed to teach programming playfully to middle and high school students, using female protagonism as a strategy to encourage diversity in STEM (Science Technology Engineering Mathematics). The game features interactive challenges and engaging narratives, divided into ten levels that cover concepts of hardware and software in Arduino, while also highlighting important women in the history of Computing. An initial evaluation with students and teachers showed a positive reception of the tool as an interesting and motivating didactic resource for learning Arduino programming.

Authors

Institutions

Publication Details

Journal
Journal on Interactive Systems
Published
2025-09-24
DOI
https://doi.org/10.5753/jis.2025.5982
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Code.Ino: An Educational Game for Arduino Programming with Female Protagonism to Encourage Diversity in STEM

Bianca P. Castro, Aletéia Araújo, Maristela Holanda, Hanani E. F. Soares
Journal on Interactive Systems
Teaching and Learning Programming
article

Code.Ino: An Educational Game for Arduino Programming with Female Protagonism to Encourage Diversity in STEM

Bianca P. Castro, Aletéia Araújo, Maristela Holanda, Hanani E. F. Soares
article en

Abstract

The use of digital games in teaching programming is a powerful strategy to engage students in a playful and meaningful way. By transforming abstract concepts into interactive challenges, games stimulate curiosity, creativity, and logical thinking—elements essential for learning computing. In this context, this article presents the educational digital game Code.Ino for teaching Arduino programming. This game was developed to teach programming playfully to middle and high school students, using female protagonism as a strategy to encourage diversity in STEM (Science Technology Engineering Mathematics). The game features interactive challenges and engaging narratives, divided into ten levels that cover concepts of hardware and software in Arduino, while also highlighting important women in the history of Computing. An initial evaluation with students and teachers showed a positive reception of the tool as an interesting and motivating didactic resource for learning Arduino programming.

Journal on Interactive SystemsVol. 16(1)
Universidade de Brasília (BR)
Conselho Nacional de Desenvolvimento Científico e Tecnológico
Openalex Percentile: Top 70%
Teaching and Learning Programming
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.