Exploring Cooperation and Competition in Computer Science
Education: An Investigation Based on Game Theory
Waldir Siqueira Moura, Edgar Delbem, Juliana Baptista dos Santos França
and Angélica Fonseca da Silva Dias
Computer Science Graduate Program, PPGI, Federal University of Rio de Janeiro, Térreo, Bloco E, CCMN/NCE,
University City, post code 68.530, Rio de Janeiro, Brazil
Keywords: Cooperation, Competition, Gamification, Computer Teaching.
Abstract: The study investigates the use of the game Overcooked as a pedagogical tool in primary education, focusing
on cooperation and competition. The research, conducted throughout 2022, analyzed one semester as a
baseline and another with pedagogical interventions. Four groups were studied: control (no interventions),
game without instructions, game with teamwork guidance, and game without verbal communication.
Questionnaires and qualitative/quantitative data assessed engagement, motivation, and cooperation. The
interventions significantly improved performance, motivation, and skills such as teamwork and problem-
solving, validating gamification as an educational resource.
1 INTRODUCTION
Gamification has emerged as a pedagogical strategy,
offering an engaging and motivating approach in the
educational context. By incorporating game design
elements into non-game-related activities, it seeks to
promote active student participation, intrinsic
motivation, and the development of transferable skills
(Hamari, Koivisto & Sarsa, 2014). In the field of
computer science, where collaboration and teamwork
are essential, exploring cooperation and competition
through gamification is particularly relevant, as it
challenges students to make strategic decisions, work
in teams, communicate effectively, and solve
complex problems—fundamental skills in the
technological era (Xavier Junior, 2015).
The game Overcooked, frequently used as an
educational tool, places players in a chaotic kitchen
environment where they must work as a team to
prepare meals and overcome challenges. This ideal
setting allows for the investigation of cooperation and
competition dynamics, requiring quick decisions,
coordination, and effective communication (Benyon,
2014). Studies indicate that gamification not only
increases engagement but also develops essential
social skills, such as collaboration and problem-
solving, which are crucial for student development.
Given the persistent challenge of student
demotivation in school subjects, which negatively
impacts learning, educational games emerge as a
promising solution by integrating playful and
interactive elements that promote engagement and
transform students into active agents of their own
learning (Prensky, 2001). As Xavier Junior (2015)
points out, personalized learning approaches enable
the integral development of students, linking
motivation and knowledge acquisition in a
meaningful way.
In this study, four experimental groups were
formed: a control group (no specific interventions),
an experimental group with free play, another with
teamwork guidance, and, finally, a group instructed
to play without verbal communication. After the
initial sessions, questionnaires assessed engagement
and motivation, and pedagogical interventions, such
as training in communication and collaboration, were
applied before reapplying the experiment.
The research aims to assess how cooperation and
competition decisions mediated by gamification in
Overcooked can promote engagement and develop
socio-emotional and academic skills in high school
computer science students. Although limited to this
context, the research reinforces the potential of
gamification to create a stimulating and
interdisciplinary learning environment.
274
Moura, W. S., Delbem, E., França, J. B. S. and Dias, A. F. S.
Exploring Cooperation and Competition in Computer Science Education: An Investigation Based on Game Theory.
DOI: 10.5220/0013216700003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 274-282
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
2 THEORETICAL FOUNDATION:
GAMIFICATION AND THE USE
OF GAMES AS PEDAGOGICAL
SUPPORT TOOLS IN THE
Michels et al. (2019), in a systematic review on
gamification in mathematics education, highlight its
positive impact on student motivation and
performance, making learning more engaging.
Although focused on mathematics, the study aligns
with this research by emphasizing active student
participation. However, this research broadens the
context by addressing gamification in high school
education in an interdisciplinary way.
Oliveira et al. (2020), in an integrative review on
digital games in science education, show that games
promote motivation and practical learning but do not
conduct experiments in school environments. In
contrast, this research carried out practical
experiments with the game Overcooked, exploring its
cooperation and competition dynamics in face-to-
face teaching.
Neo et al. (2021) explores gamification in virtual
environments, highlighting benefits such as intrinsic
motivation and social skills. Differently, this research
uses Overcooked in a face-to-face context,
associating competition and cooperation with
educational objectives.
Johnson et al. (1993), in a meta-analysis, point out
that games increase motivation and engagement but
do not explore gamification as a complementary
strategy. This research innovates by integrating
Overcooked as a pedagogical tool in basic education,
a context rarely explored, investigating skills such as
teamwork, problem-solving, and communication.
Thus, this research contributes to future
pedagogical practices, promoting collaborative and
immersive learning that develops both technical and
socio-emotional competencies, essential for success
in the digital age.
3 EXPERIMENT FORMAT
To gain a deeper understanding of the dynamics of
cooperation and competition in the game
Overcooked, the study was structured into four
distinct groups, each with specific characteristics and
interventions.
Group 1, the control group, included Students 1 to
12, who participated in the game without any
additional instruction or intervention, establishing
a neutral comparative reference for the other
groups.
In Experimental Group I, composed of Students 13
to 20, participants played freely, without specific
guidelines on cooperation or communication.
Experimental Group II, including Students 21 to
28, received detailed instructions on optimizing
teamwork and communication during the game,
aiming to observe if these instructions would
positively impact collaborative performance.
Experimental Group III, composed of Students 29
to 32, had verbal communication restricted,
allowing only non-verbal communication to
investigate how this limitation would influence
cooperation dynamics and problem-solving.
This methodological division enabled a
comparative analysis of the interventions,
highlighting the specific effects of each game
condition on students’ performance and behavior.
3.1 Preliminary Assessment of Student
Performance and Engagement in
Subjects
A survey was conducted to assess students' academic
performance in key pedagogical subjects, using a
grade table and an initial questionnaire to analyze
performance before the experiment began. The table
revealed that 35% of students scored below the
expected average (score 7), 40% achieved the average
(scores between 7 and 8), and only 25% scored above
average (scores between 9 and 10). This data,
referring to the first semester of 2022, indicates a high
percentage of students with unsatisfactory or median
performance, highlighting the need for pedagogical
interventions to increase interest and motivation in
these subjects.
Before participating in the practical activities of
the experiment, students answered a questionnaire
with 10 Likert scale questions (1 to 5) to assess their
levels of engagement and motivation in school
subjects. Based on the Self-Determination Theory
(Deci & Ryan, 2000), the questionnaire distinguished
between intrinsic motivation, related to personal
interest and satisfaction, and extrinsic motivation,
associated with external rewards or pressures. This
instrument allowed the identification of the students'
initial levels of engagement and motivation,
establishing a baseline to assess the impact of the
experimental interventions. After analyzing the
responses, it was observed that:
75% of students do not feel engaged or motivated
with school subjects, indicating a negative
Exploring Cooperation and Competition in Computer Science Education: An Investigation Based on Game Theory
275
perception regarding the value and relevance of
the content learned.
10% of students reported that they see potential
for improvement, suggesting that some elements
of motivation and interest are present, though
insufficient for full engagement.
15% of students declared themselves satisfied.
Given these data, we can consider that student
engagement is low. With 35% of students performing
below average and 75% declaring themselves
unmotivated, a significant disconnection from school
content is evident. Only 25% of students achieve
satisfactory performance, and 15% demonstrate
positive engagement. This scenario suggests the need
for pedagogical interventions to promote a more
stimulating and effective learning environment.
Table 1: Academic Motivation and Engagement
Questionnaire.
Considering a scale of 1 to 5, where 1 represents “Totally
Disagree” and 5 “Totally Agree”, indicate:
I feel motivated to participate in school subject classes.
 1  2  3  4  5
I find purpose and value in the activities carried out in each
discipline.
 1  2  3  4  5
I believe that the content learned is relevant to my academic and
professional future.
 1  2  3  4  5
I am interested in learning more about the subjects I study.
 1  2  3  4  5
I feel confident when carrying out activities and exercises in the
subjects.
 1  2  3  4  5
I have the opportunity to actively participate in classes and
express my ideas.
 1  2  3  4  5
I feel encouraged by teachers and colleagues to learn and
dedicate myself to the subjects.
 1  2  3  4  5
Classes are structured in a way that makes learning interesting
 1  2  3  4  5
I can see progress in my learning throughout the subjects.
 1  2  3  4  5
I feel that the classes allow me to develop skills that I consider
important.
 1  2  3  4  5
3.2 Establishment of the Comparison
Standard
In the experiment, the control group played
Overcooked under standard conditions, without the
application of specific cooperation or competition
strategies, which were directed only at the
experimental groups. This procedure was essential to
establish a baseline for the comparative analysis of
the results obtained by the other groups.
During the control group session, reference
parameters were defined, including task execution
effectiveness (score achieved and time required to
complete activities), error frequency (such as
incorrect dishes or delays), and natural patterns of
communication and coordination among players.
These main metrics were used to evaluate the impact
of the interventions on the experimental groups
compared to the control group.
Table 2: Metrics for comparative analysis of experiment
groups.
I. Task Completion Effectiveness: Assessment of the
total time to complete each task and the final score
obtained in the game. This metric measures the
students' ability to achieve the game's objectives
efficiently.
II. Error Frequency: Count of errors made during the
game, such as incorrect preparation of dishes, delays
in preparation steps, and problems in organizing tasks.
This metric allowed us to assess the accuracy and
attention of students throughout the game.
III. Communication and Coordination Patterns:
Observation of the frequency and quality of
interactions between players, considering the nature
and effectiveness of communication, whether verbal
(when allowed) or non-verbal (in groups with
restrictions). This metric analyzed the impact of
interventions on the abilit
y
to wor
k
as a team.
IV.Adaptation to Unforeseen Situations: Assessment
of how quickly and effectively students reacted to
unexpected challenges in the game, such as changes
in the environment and new food orders. This
parameter measured the cognitive flexibility and
p
roblem-solvin
g
abilit
y
of the
p
artici
p
ants.
V.Engagement and Motivation: Observation of
student behavior during the game, considering signs
of interest, persistence and commitment to the
activities. This metric sought to identify the impact of
interventions on student motivation and active
involvement.
Additionally, aspects such as the ability to adapt
to unforeseen situations and the level of engagement
without external stimuli were observed, allowing for
the identification of differences in the impact of
specific interventions applied to the experimental
groups. These data established metrics to evaluate the
influence of cooperation and communication
strategies on the results observed in the other groups.
3.3 Experimental Group I - Game
Introduction and Free Round,
Without Instructions
In this stage of the experiment, participants in the
group had a free round, with only the game’s
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objectives presented, but without formal instructions.
The absence of specific guidelines in this initial phase
aimed to observe the playersspontaneous behavior
and how they explored the game’s features. This
approach allowed the evaluation of the potential for
intuitive learning and the players’ ability to recognize
patterns and understand rules through their own
experiences. Data analysis showed that Experimental
Group I performed slightly better than the Control
Group in some key metrics, as shown below:
Total Interaction Time: Experimental Group I
interacted with the game for an average of 10%
longer, suggesting greater initial interest or curiosity
about the game.
Number of Actions Performed: Participants in
Experimental Group I executed 12% more actions
during the free round compared to the Control Group.
This result indicates a more active exploration, which
may suggest higher motivation and initiative in
experimentation.
Pattern Identification: Observational analysis
showed that 75% of participants in Experimental
Group I correctly identified at least one basic game
pattern or rule, while only 60% of the Control Group
achieved the same. This indicates that, even without
formal instructions, Experimental Group I was
slightly more effective in understanding the core
dynamics of the game.
Problem Solving: Experimental Group I
performed 15% better in tasks requiring problem-
solving, overcoming obstacles, and completing small
spontaneous missions within the game.
3.4 Performance Analysis of
Experimental Group II - Game
Introduction and Instructed Round
During this phase of the experiment, unlike
Experimental Group I, participants in Experimental
Group II received formal instructions on the
importance of communication and teamwork before
starting the free round. These guidelines aimed to
encourage player interaction and collaboration to
assess the impact of communication strategies on
performance. Data analysis showed a significant
improvement in engagement and motivation in
Experimental Group II, with interaction time about
15% higher than the Control Group and Experimental
Group I. The frequency of actions also increased by
approximately 18%, reflecting greater enthusiasm
and willingness to participate.
However, efficiency metrics revealed challenges:
the lack of clear task division led to overlapping
actions and confusion, negatively affecting scores and
task completion. Problem-solving and adaptability
were about 20% lower than in Experimental Group I,
which showed a more intuitive approach despite the
absence of prior instructions.
3.5 Performance Analysis of
Experimental Group III -
Instructed Round Without
Communication
Experimental Group III, composed of Students 29 to
32, participated in a guided round without verbal
communication, being encouraged to use silent
cooperation strategies. The objective was to evaluate
the impact of communication restrictions on
performance and task coordination.
Surprisingly, Group III outperformed all other
groups across all evaluated metrics. Although the
total interaction time was slightly lower than that of
Group II, tasks were executed in a coordinated and
efficient manner, resulting in high scores and
successful achievement of objectives. Participants
avoided task overlaps, intuitively divided activities,
and progressed quickly through the game.
Regarding pattern recognition and problem-
solving, 90% of the participants identified the main
rules and applied effective solutions, achieving a
performance approximately 20% higher than the
other groups. The communication restriction, instead
of being an obstacle, encouraged observation and
strategic adaptation, maximizing collective
efficiency.
4 DATA ANALYSIS:
METHODOLOGY AND
PROCEDURES
To evaluate students' performance and behavior
during the game Overcooked, a data collection
process was implemented, primarily based on direct
observation. Three researchers actively participated,
providing a holistic and detailed analysis of the
game's dynamics. The approach combined qualitative
and quantitative aspects.
The research employed "Ethnographic
Observation" (Geertz, 2017) to interpret social
interactions and underlying meanings through
immersion in the participants' environment.
Complementarily, "Quantitative Content Analysis"
(Krippendorff, 2004) was used to numerically code
behaviors and actions for statistical analysis. This
multidimensional approach aligned with
Exploring Cooperation and Competition in Computer Science Education: An Investigation Based on Game Theory
277
"Interdisciplinary Research" (Repko, 2012),
integrating methods from different disciplines, and
followed "Grounded Theory" (Strauss and Corbin,
1990), allowing empirical data to shape the
theoretical framework and guide the study.
5 DATA ANALYSIS
During the investigation, participants' responses to
Likert scale-based questions were analyzed to evaluate
the correlation between students' performance and
engagement in the game Overcooked. The analysis
considered perceptions of the gaming experience,
engagement levels, clarity of instructions, decision-
making impact, and effectiveness in cooperative and
competitive contexts.
Initial results indicated a correlation between
higher reported engagement and better game
performance. More engaged students demonstrated
greater proactivity and skill in competitive situations,
highlighting the role of intrinsic motivation in
performance. However, differences among the
groups revealed that effective communication, or the
lack thereof, significantly impacts the quality of
cooperative and competitive actions. Experimental
Group III, which played under verbal communication
restrictions, achieved superior performance,
developing cognitive and non-verbal strategies to
coordinate actions and adapting quickly to the
imposed conditions. This resulted in more structured
task division and a better understanding of group
priorities, demonstrating that the absence of explicit
communication can foster observation and implicit
coordination.
On the other hand, Experimental Group II, which
received explicit instructions on the importance of
communication, faced difficulties in efficiently
dividing tasks. Excessive communication and the lack
of a clear structure resulted in overlapping actions and
confusion, limiting performance. The results highlight
the importance of moderating communication and
pairing it with a clear division of responsibilities to
maximize learning in collaborative scenarios.
Control Group: The Control Group’s performance
remained relatively constant across metrics, with
minimal variations. This stability may indicate
that, without specific interventions or guidance,
the group showed regular performance with
moderate engagement and task execution. This
group served as a comparison baseline to
understand the impact of interventions on the
other groups.
Experimental Group I: This group, which had the
freedom to explore the game without initial
instructions, showed slight variation in metrics
but maintained a performance close to that of the
Control Group. The lack of formal instructions
seems to have encouraged spontaneous
exploration, resulting in median performance.
Students in Experimental Group I demonstrated
some adaptive capacity and intrinsic motivation,
but without clear guidance, their performance
remained limited.
Experimental Group II: Experimental Group II,
which received instructions on the importance of
communication but no guidance on task division,
exhibited a highly irregular curve. Initial
performance was relatively low, indicating that
excessive communication without clear
responsibility division may have caused
confusion. However, the abrupt increase in one of
the final metrics suggests that the group
eventually developed some organizational
strategy, albeit inconsistently and late. This group
illustrates the negative impact of unstructured
communication, which initially hindered
efficiency and coordination.
Experimental Group III: Experimental Group III,
which operated under verbal communication
restriction, achieved the best performance across
all metrics. The consistent and upward curve
indicates that the lack of explicit communication
encouraged a more observational approach and
intuitive task division. This result aligns with
Flow Theory (Csikszentmihalyi, 2009),
suggesting that the restriction led participants to a
state of immersion and focus, optimizing
engagement and performance. Experimental
Group III demonstrates that, under certain
conditions, the absence of direct communication
can foster a more structured and efficient
environment, unlike what was observed in
Experimental Group II.
6 ASSESSMENT OF STUDENT
COOPERATION AND
ENGAGEMENT LEVELS AND
IMPLICATIONS FOR
PEDAGOGICAL
INTERVENTIONS
The analysis of the collected data allowed for the
measurement of students' levels of cooperation and
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engagement in different interaction scenarios, using
the game Overcooked as an experimental
environment. The dynamics of each group were
observed in varied contexts of communication and
organization, identifying factors that directly impact
academic performance and student involvement.
The data were essential for identifying behavioral
patterns and areas for improvement in cooperative
and motivational aspects. These insights led to
proposals for pedagogical interventions aimed at the
classroom environment, with strategies to promote
more effective cooperation and intrinsic engagement,
fostering active learning and improving academic
performance.
The suggested pedagogical interventions include
techniques to better structure communication, clearly
divide tasks, and utilize gamification elements. Such
practices aim to enhance student engagement and
create a more collaborative and productive learning
environment.
I. Enhancement of Intrinsic Motivation:
Promotion of an environment where students
are encouraged to work together and explore
content in a practical and engaging manner,
stimulating intrinsic motivation. According to
the Self-Determination Theory (Deci & Ryan,
2000), activities that foster autonomy,
competence, and relatedness can awaken
internal interest and satisfaction.
II. Fostering Cooperation and Communication:
Introduction of practices that encourage
effective cooperation and communication,
promoting collaboration, listening, and respect
for peers' contributions. This includes
developing social and communication skills
aimed not only at improving academic
performance but also at engaging with the
school environment. Supported by Vygotsky’s
Sociocultural Theory (2012), this approach
emphasizes that social interaction is
fundamental to learning, stimulating critical
thinking and collaborative problem-solving.
III. Structured Task Division: Ensuring that
opportunities are created for strategic task
division, as observed in Experimental Group
III, where students learned to organize
responsibilities and prioritize activities.
IV. Use of Gamification Elements: Applying
gamification elements in pedagogical
practices, such as challenges, scoring,
immediate feedback, etc. As highlighted by
Hamari, Koivisto, and Sarsa (2014),
gamification promotes engagement by making
learning a fun and rewarding experience.
V. Enhancement of Self-Confidence and
Performance: Providing structured activities
where students can develop greater confidence
in their abilities.
7 COMPARISON OF STUDENTS’
ACADEMIC PERFORMANCE
IN THE SECOND SEMESTER
OF 2022 AFTER
PEDAGOGICAL
INTERVENTIONS
The pedagogical interventions were designed to
increase students' engagement, cooperation, and
motivation, essential elements for improving
academic performance. The comparative analysis of
final grades between the first and second semesters
provides a comprehensive view of the effects of these
practices. In the first semester, before the
interventions, it was observed that 35% of the
students had grades below 7, 40% were in the median
range (between 7 and 8), and only 25% exceeded this
average with grades between 9 and 10. This data
revealed a pattern of median or unsatisfactory
performance, highlighting the need for pedagogical
practices to boost interest, motivation, and
collaboration in the classroom. The interventions
implemented included gamification practices, the
promotion of more structured communication, the
organization of task division in group activities, and
actions aimed at increasing students' intrinsic
motivation. The comparison of grades between the
two semesters revealed an average improvement of
25% in individual student performance by the end of
the academic year.
The results indicate a significant increase in the
number of students with grades above 8 and a
considerable reduction in those with below-average
performance. This progress reflects not only greater
knowledge retention but also a positive development
in students' cooperation and problem-solving skills.
Furthermore, the improvement in grades was
attributed to the strengthening of intrinsic motivation
and student engagement, promoted by the
implemented strategies, such as the challenges and
rewards of gamification and more organized and
effective collaboration.
Exploring Cooperation and Competition in Computer Science Education: An Investigation Based on Game Theory
279
8 IMPACT OF PEDAGOGICAL
INTERVENTIONS ON
STUDENT ENGAGEMENT AND
MOTIVATION
By conducting a comparative analysis of the Kiviat
diagrams, which represent student engagement levels
before and after the pedagogical interventions, we
observe a significant improvement in nearly all
evaluated aspects.
I. Motivation Level to Participate in Classes
After the Intervention: a significant change was
observed, with most students reporting higher
levels of motivation. This change can be attributed
to gamification practices and the
contextualization of the content applied during the
semester. According to Deci and Ryan's Self-
Determination Theory (2000), intrinsic
motivation is strengthened when students' needs
for competence, autonomy, and relatedness are
met, which seems to have been promoted by the
adopted pedagogical strategies.
Perception of Purpose and Value in Activities:
Before the intervention, students did not clearly
perceive the purpose and value of the activities
carried out, which may reflect pedagogical
practices that failed to demonstrate the
applicability of the content in real or future
contexts. After the intervention, there was a
significant increase in this perception.
Adjustments in planning, such as presenting
scenarios with practical applications and
contextualizing the topics, helped students
understand the relevance of what they were
learning. According to Eccles and Wigfield
(2002), when students perceive content as
relevant to their lives, their engagement and
willingness to learn increase.
Interest in Learning More and Confidence in
Activities: Before the intervention, many students
showed little interest in deepening their
knowledge and displayed low confidence in
performing activities, indicating that the classes
were not fostering curiosity or a sense of self-
efficacy. After the interventions, interest and
confidence increased significantly. This can be
explained by the introduction of more dynamic
and interactive activities, such as gamified
practices, which encourage students to explore
and learn playfully. According to Hamari,
Koivisto, and Sarsa (2014), gamification is an
effective tool for increasing interest and
motivation by introducing elements of challenge
and reward. Positive feedback and well-structured
activities that allowed students to feel competent
were also key to boosting self-confidence.
Class Structure and Encouragement from
Teachers and Peers Before the intervention: the
organization of classes and the encouragement
received from teachers and peers were perceived
as not very motivating. The absence of a
collaborative environment contributed to students
feeling less supported. After the intervention, this
perception changed positively. Pedagogical
practices began to include opportunities for group
work, role definition, and the promotion of
effective communication. According to
Vygotsky's Sociocultural Theory (1978), learning
is enhanced in social and collaborative
environments where students construct
knowledge together, fostering a sense of
community, motivation, and engagement.
Progress in Learning and Development of
Important Skills Before the intervention: students
did not perceive significant progress in their
learning or the development of applicable skills,
suggesting that the activities carried out were not
providing a meaningful or tangible learning expe-
rience. After the intervention, students reported a
greater perception of progress and the development
of skills considered important. The activities were
reformulated to emphasize the relevance of the
content and include constant feedback, aligning
with Dweck's (2006) Growth Mindset approach.
When students perceive progress in learning, they
feel more confident to face new challenges and
engage more actively in activities.
9 CONCLUSIONS
This research investigated the impact of pedagogical
interventions based on gamification, content
contextualization, and collaboration on the
engagement and motivation of high school students
during educational activities, using the game
Overcooked as a support tool. The main objective was
to understand how interactive pedagogical strategies
can influence students' interest in subjects and
promote the development of socio-emotional and
cognitive skills, essential both for the school context
and for students' personal development.
The study was structured with experimental
groups and a control group, subjecting participants to
different gameplay conditions, ranging from
situations with and without instructions, with
communication restrictions, and with specific
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cooperation guidelines. The application of Likert
scale-based questionnaires before and after the
interventions enabled the measurement of changes in
students' engagement and perceptions. The results
showed a significant increase in motivation, sense of
purpose, and the development of applicable skills
after the introduction of methodological practices that
encouraged interaction and contextualization of
learning.
Despite the positive results, some limitations were
identified. The experiment was conducted in a
controlled environment and focused on a single
specific game, which may hinder the generalization
of findings to other subjects, games, or educational
settings. Moreover, the results depend directly on
students' receptiveness to the chosen game and
teachers' ability to mediate and promote effective
collaborative interactions. These variables may limit
the applicability of the results in scenarios with
different student, teacher, or infrastructure profiles.
Based on the results and observed limitations, this
research proposes some directions for future work. It
is recommended to expand the use of educational
games to other content and subjects, exploring
various forms of gamification that adapt to different
pedagogical contexts and student profiles.
Additionally, it would be valuable to investigate the
sustainability of these practices in the long term,
considering costs, planning time, and teacher training.
Evaluating the feasibility of these strategies in
educational environments with limited resources or
greater cultural and socioeconomic diversity may
provide relevant insights for consolidating and
expanding the use of gamification as a pedagogical
tool.
Finally, this research reinforces the importance of
innovative and interactive methodologies in teaching,
highlighting how the strategic use of gamification,
contextualization, and collaboration can transform
the learning experience, making it more engaging and
meaningful for students.
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