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Enhancing Creative Thinking Through Gamification in LMS Environments

Authors: Maria João Varanda Pereira, Luís M. Alves, Adina Cocu, Sandra M. Dingli, Montse Meneses, and Ramon Vilanova

Published in: OASIcs, Volume 133, 6th International Computer Programming Education Conference (ICPEC 2025)


Abstract
Gamification in educational context involves applying game design elements and principles to enhance the learning experience. By incorporating the motivational features of games, it aims to engage students and support educational goals. The work presented in this article is part of ThinkGame Erasmus+ project. The project’s goal is to encourage the use of Learning Management System (LMS) tools, such as lessons, wikis, and online tests to create gamified experiences in programming classes. These innovative strategies are intended to boost student motivation and creativity by incorporating compelling narratives, adaptable challenges, collaborative tasks, and continuous feedback. Another important challenge addressed in the project was fostering creativity among teachers, encouraging them to transform conventional, non-gamified resources into engaging and thought-provoking activities for students. A case study composed of ten gamified experiences was developed at Polytechnic Institute of Bragança, one of the project partners, during one semester in Imperative Programming subject.

Cite as

Maria João Varanda Pereira, Luís M. Alves, Adina Cocu, Sandra M. Dingli, Montse Meneses, and Ramon Vilanova. Enhancing Creative Thinking Through Gamification in LMS Environments. In 6th International Computer Programming Education Conference (ICPEC 2025). Open Access Series in Informatics (OASIcs), Volume 133, pp. 6:1-6:17, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{pereira_et_al:OASIcs.ICPEC.2025.6,
  author =	{Pereira, Maria Jo\~{a}o Varanda and Alves, Lu{\'\i}s M. and Cocu, Adina and Dingli, Sandra M. and Meneses, Montse and Vilanova, Ramon},
  title =	{{Enhancing Creative Thinking Through Gamification in LMS Environments}},
  booktitle =	{6th International Computer Programming Education Conference (ICPEC 2025)},
  pages =	{6:1--6:17},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-393-5},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{133},
  editor =	{Queir\'{o}s, Ricardo and Pinto, M\'{a}rio and Portela, Filipe and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2025.6},
  URN =		{urn:nbn:de:0030-drops-240369},
  doi =		{10.4230/OASIcs.ICPEC.2025.6},
  annote =	{Keywords: Creative Thinking, Gamification, LMS, Teaching Programming}
}
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