Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software

The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such skills is still a challenge. In this sense, this work proposes an intervention for teaching Computational Thinking in the initial semesters of the Technician in Informatics and Bachelor of Computer Science courses, using gamification as a motivational strategy and the Quizizz software as a gamified platform. To evaluate the results, a mixed-method case study was used to perform a quantitative and qualitative analysis of the data and, subsequently, integrate them. The results obtained were discussed based on the Theory of Self-Determination, indicating that students demonstrated a high level of oriented autonomy and motivation to learn, regardless of the performance obtained.

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Publication Details

Journal
Informatics in Education
Published
2025-09-28
DOI
https://doi.org/10.15388/infedu.2025.17
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software

Informatics in Education
Educational Games and Gamification
article

Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software

article en

Abstract

The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such skills is still a challenge. In this sense, this work proposes an intervention for teaching Computational Thinking in the initial semesters of the Technician in Informatics and Bachelor of Computer Science courses, using gamification as a motivational strategy and the Quizizz software as a gamified platform. To evaluate the results, a mixed-method case study was used to perform a quantitative and qualitative analysis of the data and, subsequently, integrate them. The results obtained were discussed based on the Theory of Self-Determination, indicating that students demonstrated a high level of oriented autonomy and motivation to learn, regardless of the performance obtained.

Informatics in Education
Instituto Federal de Educação, Ciência e Tecnologia do Ceará (BR)
Quality Education
Openalex Percentile: Top 41%
Educational Games and Gamification
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