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  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">INFEDU</journal-id>
      <journal-title-group>
        <journal-title>Informatics in Education</journal-title>
      </journal-title-group>
      <issn pub-type="epub">2335-8971</issn>
      <issn pub-type="ppub">1648-5831</issn>
      <publisher>
        <publisher-name>VU</publisher-name>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="publisher-id">INFEDU.2025.17</article-id>
      <article-id pub-id-type="doi">10.15388/infedu.2025.17</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Article</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Gamification and Self-Determination Theory in Teaching Computational Thinking: An Experience with Quizizz Software</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <name>
            <surname>Santiago</surname>
            <given-names>Cynthia Pinheiro</given-names>
          </name>
          <email xlink:href="mailto:cynthia.pinheiro@ifce.edu.br">cynthia.pinheiro@ifce.edu.br</email>
          <xref ref-type="aff" rid="j_INFEDU_aff_000"/>
        </contrib>
        <aff id="j_INFEDU_aff_000">Northeast Education Network (RENOEN),Federal Institute of Ceará (IFCE), Brazil</aff>
        <contrib contrib-type="author">
          <name>
            <surname>Silva</surname>
            <given-names>Antonio Rodrigo dos Santos</given-names>
          </name>
          <email xlink:href="mailto:antonio.silva@ifce.edu.br">antonio.silva@ifce.edu.br</email>
          <xref ref-type="aff" rid="j_INFEDU_aff_001"/>
        </contrib>
        <aff id="j_INFEDU_aff_001">Northeast Education Network (RENOEN),Federal Institute of Ceará (IFCE), Brazil</aff>
        <contrib contrib-type="author">
          <name>
            <surname>Menezes</surname>
            <given-names>José Wally Mendonça</given-names>
          </name>
          <email xlink:href="mailto:wally@ifce.edu.br">wally@ifce.edu.br</email>
          <xref ref-type="aff" rid="j_INFEDU_aff_002"/>
        </contrib>
        <aff id="j_INFEDU_aff_002">Northeast Education Network (RENOEN),Federal Institute of Ceará (IFCE), Brazil</aff>
        <contrib contrib-type="author">
          <name>
            <surname>Aquino</surname>
            <given-names>Francisco José Alves de</given-names>
          </name>
          <email xlink:href="mailto:fcoalves_aq@ifce.edu.br">fcoalves_aq@ifce.edu.br</email>
          <xref ref-type="aff" rid="j_INFEDU_aff_003"/>
        </contrib>
        <aff id="j_INFEDU_aff_003">Northeast Education Network (RENOEN),Federal Institute of Ceará (IFCE), Brazil</aff>
      </contrib-group>
      <volume>24</volume>
      <issue>3</issue>
      <fpage>587</fpage>
      <lpage>615</lpage>
      <pub-date pub-type="epub">
        <day>28</day>
        <month>09</month>
        <year>2025</year>
      </pub-date>
      <permissions>
        <copyright-year>2025</copyright-year>
        <copyright-holder>Vilnius University</copyright-holder>
        <license license-type="open-access">
          <license-p>Open access article under the CC BY license.</license-p>
        </license>
      </permissions>
      <abstract>
        <p>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.</p>
      </abstract>
      <kwd-group>
        <label>Keywords</label>
        <kwd>computational thinking</kwd>
        <kwd>gamification</kwd>
        <kwd>self-determination theory</kwd>
        <kwd>quizizz</kwd>
      </kwd-group>
    </article-meta>
  </front>
</article>
