Would I Use It? A Study with Experts Exploring Game Design
Storytelling as a Facilitating Process for Creating Educational
Gamification
Jo
˜
ao Bernardo
1 a
, Fernanda Pires
2 b
, Sheila Reinehr
3 c
, Marcela Pessoa
2 d
and Tayana Conte
2 e
1
Institute of Computing, Federal University of Amazonas, Manaus, Amazonas, Brazil
2
N
´
ucleo de Computac¸
˜
ao, Universidade do Estado do Amazonas, Manaus, Amazonas, Brazil
3
Pontif
´
ıcia Universidade Cat
´
olica do Paran
´
a (PUCPR) Curitiba, Brazil
Keywords:
Gamification, Narratives, Focus Group, Usability Evaluation.
Abstract:
Educational gamification can improve student engagement, motivation, or performance; however, educators
face challenges in aligning game elements with learning objectives. This article presents the Game Design
Storytelling (GDS) process, developed to assist professors in creating gamified lessons that integrate game el-
ements with learning objectives. The process uses a narrative structure as a guide for developing the elements,
aiming to increase student engagement and motivation. A two-stage study was conducted to evaluate the ease
of use of the process. In the first stage, education experts participated in focus group sessions to provide feed-
back on the process. Based on this feedback, an improved version of the process was developed. In the second
stage, this new version was evaluated by more experts, who provided positive feedback on the implemented
improvements. The results indicate that experts felt more inclined to use the new version of the process, with
some expressing a desire to use the gamification generated in this study.
1 INTRODUCTION
Gamification aims to motivate students by integrat-
ing game elements, such as leaderboards, badges, and
more, into academic environments, promoting partic-
ipation to improve knowledge retention (Majuri et al.,
2018). However, gamification can adversely affect
student behavior, such as a lack of interest in the ap-
plied content, low interaction, and more (Hanus and
Fox, 2015; Toda et al., 2017). A possible reason
is that professors and instructors face difficulties in
developing and implementing gamification proposals
that connect game elements and learning objectives
to the designed world, mainly due to their limitations
and the overload of daily activities (Pernelle et al.,
2021; Ara
´
ujo and Carvalho, 2022).
To support the incorporation of gamification in the
educational context, some tools have been developed,
a
https://orcid.org/0009-0001-6517-0874
b
https://orcid.org/0000-0002-8180-9850
c
https://orcid.org/0000-0001-9430-7713
d
https://orcid.org/0000-0002-3064-5585
e
https://orcid.org/0000-0001-6436-3773
such as (i) Kahoot!, which creates interactive quizzes
for dynamic reviews (Tan Ai Lin et al., 2018), (ii)
Classcraft, which combines game elements with tra-
ditional teaching to reward positive behaviors and im-
prove academic performance (Paiva et al., 2022), and
(iii) the Palomino (2022) framework, which is cen-
tered on narratives and evolves to elevate the educa-
tional experience through gamification focused on the
user experience.
In order to support the implementation of gamifi-
cation in education, Bernardo et al. (2021) propose a
process that allows creators (professors or instructors)
to design gamified environments through personal-
ized themes, challenges, types of activities, and as-
sessment methods according to the needs of students.
The process guides educators in creating gamified ex-
periences for their classes through nine steps, cover-
ing everything from conception, theme development,
missions, and scoring rules until the finalization of the
proposal. However, professors did not evaluate the
process; with their classroom experience, they could
offer insights for improvements and adjustments.
Based on this, this article presents the results of
a two-stage study that evaluates the ease of use of
436
Bernardo, J., Pires, F., Reinehr, S., Pessoa, M. and Conte, T.
Would I Use It? A Study with Experts Exploring Game Design Storytelling as a Facilitating Process for Creating Educational Gamification.
DOI: 10.5220/0013294600003932
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 436-443
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
the Game Design Storytelling (GDS) process when
applied to educational contexts. Education experts
participated in evaluation sessions, where they pro-
vided feedback on the proposed process through a fo-
cus group (Kontio et al., 2008). As a result, the ex-
perts’ opinions and suggestions served as a basis for
improving and adapting a new version of the process,
containing response selection forms and the automa-
tion of the generation of the gamified lesson project
through ChatGPT
1
.
2 GAMIFICATION IN
EDUCATION
Gamification uses game-based mechanics, aesthet-
ics, and thinking to engage people, motivate action,
promote learning, and solve problems (Kapp, 2012).
When applied to the classroom context, gamification
can be an approach that uses game elements, such as
boards, levels, rankings, and challenges, to help to en-
gage and motivate students (Deterding et al., 2011),
making it possible to transform monotonous tasks into
more stimulating activities, to encourage student par-
ticipation (Majuri et al., 2018).
Studies show that gamification can aid in aca-
demic performance and student participation in the
classroom (Pimentel et al., 2022; Sousa-Vieira et al.,
2021). Prieto-Andreu et al. (2022) conducted a sys-
tematic review of the literature on the relationship be-
tween gamification, motivation, and learning, and ev-
idence that the correction of game elements, such as
badges, leaderboards, and points, have a positive ef-
fect on student motivation and performance in educa-
tional environments, in addition to promoting a more
positive attitude toward learning. However, the use of
gamification as a learning strategy is still a challenge
for education, as it lacks methodological rigor (Sailer
and Homner, 2020) and/or tools that provide support
for applicators to design their strategies (Ara
´
ujo and
Carvalho, 2022). To develop educational gamifica-
tion that meets learning objectives and structures the
instructional content well, gamification enhances in-
struction rather than replacing it (Landers, 2014).
A gamification design should begin with identi-
fying desired learning outcomes and selecting game
mechanics that align with these goals (Kapp, 2012).
Include mechanics like group missions and friendly
competitions to promote collaboration. In addition,
assessment is a crucial part of the gamification pro-
cess. It is important to measure academic perfor-
mance and factors such as satisfaction, motivation,
1
https://chatgpt.com/
and student behavior during gamified activities (Sailer
et al., 2017).
Considering the combination of instructional de-
sign with the gamification proposal, one alternative is
to use processes or proposals for implementing edu-
cational gamification that simplify and optimize the
planning of teaching activities, making them interac-
tive and engaging for students. Some proposals to
support gamified learning can provide structures that
help professors practically integrate game elements
into their classes without requiring much time and re-
sources, promoting a more dynamic and stimulating
learning environment.
2.1 Proposals to Support Gamification
An example of a tool that supports learning through
gamification is Kahoot!
2
, which allows the creation of
interactive quizzes and question-and-answer games.
Educators can create curriculum-based challenges
and engage students in friendly competitions, making
the review and learning process more dynamic and
fun. However, Kahoot! focuses mainly on applying
gamified elements without including specific mecha-
nisms for the continuous evaluation of the impact of
these elements on student performance (Tan Ai Lin
et al., 2018).
The Classcraft
3
platform is an educational plat-
form that combines game elements with traditional
teaching to create a more motivating learning expe-
rience for students with a theme. Professors can re-
ward students for good behavior and academic per-
formance, while negative actions can result in losing
health points (HP) from student characters. Paiva et
al. (2022) conducted a study using the gamified plat-
form Classcraft to evaluate how user experience (UX)
and usability influence the acceptance of this tool in
the educational environment. The study aimed to in-
vestigate the factors that affect student motivation and
engagement in gamified learning activities. An em-
pirical experiment was conducted with high school
students, in which aspects related to the UX and us-
ability of the platform were evaluated. The methodol-
ogy included applying the AttrakDiff model, which
measures an interface’s pragmatic quality, hedonic
quality, and attractiveness. The results indicated that,
despite positive expectations regarding gamification,
students found the interface unattractive, with insuffi-
cient visual elements to keep them engaged. Further-
more, the data collected indicated low usability and
limited stimulation, demonstrating that gamification
does not guarantee the acceptance of an educational
2
https://kahoot.com/
3
https://www.classcraft.com/pt/
Would I Use It? A Study with Experts Exploring Game Design Storytelling as a Facilitating Process for Creating Educational Gamification
437
platform if a good user experience does not accom-
pany it.
The Palomino (2022) framework, centered on nar-
ratives, aims to assist in the learning and experience
of students, proposing to encompass four compo-
nents: narrative establishment, narrative-based struc-
ture, customized approach to the gamification jour-
ney, and an application ontology. Analyzing these
components through empirical studies, user testing,
and conversations with experts, indicates that the log-
ical combination of game elements can elevate gami-
fication from a simple application to a relevant expe-
rience.
Unlike previous proposals, this paper presents the
evaluation and improvements in a gamification pro-
cess. The process helps to develop game elements
and learning objectives through a game design pro-
posal integrated with the narrative structure. It allows
the creation of the gamified environment through the
selection of the most appropriate theme, the definition
of the challenges to be faced, the types of activities to
be applied, criteria for evaluating the performance of
the participants, and combining this and other infor-
mation in a narrative specific to the project.
3 THE GAME DESIGN
STORYTELLING PROCESS
With the plot (narrative) as the backbone of the Pro-
cess, GDS proposes a pattern of events in a timeline
format
4
. In each stage, the user/student is the main
hero of the gamification. To do this, the creator must
look at the narrative from the same perspective as the
user, being aware of the order of the events, expe-
riences, and elements will be structured in a logical
sequence of events, creating a plot that the user can
follow (Bernardo et al., 2021).
In the Introduction phase, the player is intro-
duced to the game through the story, scenario, and
rules, essential elements to engage players, obtained
through research on the target audience. Moving on
to the Routine phase, aspects of the player and their
daily activities are outlined, immersing them in the
character’s story, social role, interpersonal ties, hier-
archies, and motivations to get involved in the game.
In the Event phase, villains, drastic changes, chal-
lenges, and barriers are explored to take the player
out of their comfort zone, indicating danger. In the
Call for adventure phase, elements that support the
hero’s journey are introduced, such as missions, learn-
ing objectives, desires, needs, obstacles, hero identity,
4
Process: https://encurtador.com.br/PLJnA
rules, and collectibles. It is suggested that a map of
phases/missions, a personal or team identifier, a visual
scoring system, and a repository of gains be included
to arouse the player’s curiosity.
In the Daily journey, the player faces missions
proportional to the number of content classes, involv-
ing progress in tasks and application of motivating
elements. It is recommended that elements such as
learning objectives, mission names, player objectives,
challenges, and game elements be included to main-
tain progress.
In the Final Challenge, players face the most sig-
nificant obstacle (boss), exploring the villain/cause to
the fullest and connecting it with elements of the jour-
ney, generating flashbacks. Players apply the content
learned and receive tips to overcome the challenge.
After “defeating the Boss”, participants complete
their journey in the Finalization and are rewarded
according to the scoring system and the leaderboard.
After overcoming the obstacles and being decorated,
players can return to their world or continue as ex-
pected.
Two complementary documents facilitate the
practical application of the Game Design Storytelling
Process (GDS) in educational settings. The first is a
tutorial
5
for educators, which provides a step-by-step
guide on how professors can gamify their lessons us-
ing the GDS framework. The second is a compre-
hensive guide
6
, offering detailed instructions on de-
signing a gamified experience based on the process.
These resources provide practical insights and exam-
ples to support educators in implementing gamifica-
tion in their classrooms. Both documents can be ac-
cessed through the links provided in the footer of this
page, ensuring readers have direct access to the com-
plete materials for further exploration.
4 METHODOLOGY
For this research
7
, we adopted the methodology de-
scribed below in Figure 1.
1. Focus Group. In the first Stage, we organized a
focus group (Kontio et al., 2008) with five professors.
These participants were selected based on their expe-
rience in Computer Science education and their inter-
est in this research. During this session, we presented
the process and examples of its application, including
the tutorial described in Section 3. The group of four
5
Tutorial: https://encurtador.com.br/e3Fll
6
Guide: https://encurtador.com.br/LIrrr
7
This project is supported by the Ethics Committee, ac-
cording to the approval of CAAE: 81543724.5.0000.5020.
CSEDU 2025 - 17th International Conference on Computer Supported Education
438
Figure 1: The research methodology consisted of four
stages: a focus group, identification of process improve-
ments, implementation of improvements, and evaluation of
the new version of the process.
women and one man discussed the process, identify-
ing strengths and weaknesses regarding its applicabil-
ity in the classroom. A moderator facilitated the dis-
cussions, presenting targeted questions and recording
them through audio and transcriptions.
2. Identification of Process Improvements. The
main improvements were identified based on feed-
back collected during the focus group. The analysis
highlighted the need for adjustments, particularly in
simplifying certain steps and developing support ma-
terials to assist professors in updating the use of the
proposed tool. Data were organized into spreadsheets
and analyzed qualitatively, with suggestions and crit-
icisms categorized for future implementation.
3. Implementation of Improvements. After iden-
tifying potential improvements, there was a GDS up-
date to optimize its usability, focusing on reducing the
time and effort required to create gamified projects.
Although the number of steps remained the same,
new support materials were introduced, including two
forms that allowed creators to select predefined op-
tions instead of manually writing details. The first
form covered themes, assessments, types of feedback,
challenges, and rewards, while the second focused
on mission design, enabling the creation of person-
alized missions. These forms simplified the process,
reduced complexity, and automatically forwarded re-
sponses to users for easy reference.
We identified that creating narratives for gamifica-
tion was a significant challenge for educators, many
reported a lack of time and difficulty in creating sto-
ries. To address this issue, ChatGPT
8
, an artificial in-
telligence tool capable of generating texts based on
specific prompts, was proposed as a means of assist-
ing professors in creating narratives for gamification
more efficiently.
4. Evaluation of the New Version of the Process.
In the final Stage, the new version of the process was
used and evaluated by eleven experts with experience
in teaching computing. Five of the experts had pre-
viously participated in the focus group, while the re-
maining six were professors who volunteered for the
study. Participants received the revised process pro-
posal via a link (presented in Section 5.3). After sub-
mitting their responses through an online form, the
gamified content was generated using ChatGPT and
subsequently shared with the experts for evaluation.
After analyzing the result of the generated gamifica-
tion, a satisfaction survey was conducted to gather
user feedback.
One of the professors liked the gamification gen-
erated and decided to apply it the following week in
one of his Requirements Engineering classes. The re-
sults of this application are published in Bernardo et
al., (2025) .
5 RESULTS
In this section, we present the results of the activities
described in the previous section.
5.1 Focus Group Results: Experts’
Perceptions of the Process
The experts here, referred to as ExpX, were initially
presented with the steps of the GDS process (Section
3) and the important elements for understanding each
of them. Afterward, the moderator asked the partic-
ipants,: “Would you use this process to gamify your
classes?” and asked each expert to express their opin-
ions. Table 1 describes the experts’ opinions.
In general, the participants expressed concern
about the length of the process, considering it long
and tiring. Points such as “the lack of time to dedi-
cate to filling out the steps in detail, due to the work-
load” led to suggestions for shortening the process.
Another point highlighted was the lack of ability to
create narratives, which is a key element in gamifica-
tion through the GDS process.
8
https://chatgpt.com/
Would I Use It? A Study with Experts Exploring Game Design Storytelling as a Facilitating Process for Creating Educational Gamification
439
Table 1: Focus group: expert opinions.
Expert Comments
Exp1 “This process is very long, just think-
ing about answering each step, I would
have already given up”.
Exp2 “I teach a lot of classes, it would take
a long time to transfer my entire les-
son plan to this proposal, I don’t have
all that time.”.
Exp3 “If it was smaller and more objective, I
think it could work, but I wouldn’t use
it because of its size.”.
Exp4 “I don’t have the creativity for creating
stories.”.
Exp5 “We have to find a way to optimize this,
it’s a very large and detailed process, I
feel lost.”.
The experts were then asked what could be done
to improve the process. Table 2 presents the improve-
ments suggested by the experts.
Table 2: Focus group: suggestions for improving the pro-
cess.
Expert Suggestions
Exp1 “Could summarize the questions, re-
ducing the number of questions as
well”.
Exp2 “Look, it would be interesting if, in-
stead of writing things down, I could
just select them”.
Exp3 “Have you ever thought about making a
light version of the process, with just a
few fixed game elements?”.
Exp4 “Have you ever thought about doing
something with short descriptions of
what it is to do?”.
Exp5 “There could be examples of ready-
made gamification for the professor to
base themselves on when creating their
own gamification”.
The participants expressed their ideas related to
improvements that could be made regarding reducing
steps to reduce the complexity of the process, improv-
ing the descriptions of each step, and giving examples
of answers for the designers to base themselves on.
5.2 Identification of Process
Improvements
Considering the experts’ suggestions, the process was
changed. Instead of the professor having to write each
step using hints, questions were created for each of
the nine stages of the project composition without go-
ing into excessive detail to avoid complexity.
However, even with the reduction, Expert 2, who
was the participant who volunteered to continue giv-
ing feedback after the focus group, considered that it
would still be too much work to have to answer each
of the steps, which was not attractive for a profes-
sional with multiple classes and little time available.
After analyzing this possible idea for change, Expert 2
indicated that, for him, the most practical thing would
be to “not have to write anything, just select the an-
swers”.
After identifying improvements, a new version of
the process was designed, taking into account the sug-
gestions for reducing the GDS process, and precisely
Expert 2’s suggestion of providing a selection of pos-
sible answers for each question.
5.3 Implementation of Improvements
Based on the improvements suggested by the experts,
a new version of GDS was developed with the aim
of optimizing the execution of the steps. Although
the number of steps in the process remained the same,
the inclusion of the support material made it possible
to reduce the time needed to create the gamification
project. More specifically, the changes implemented
included forms with the possibility of selecting an-
swers and the integration with ChatGPT version 3.5
9
to assist in creating narratives, as follows.
5.3.1 Proposal for Filling out by Selecting
Answers
Instead of requiring the gamification creator to man-
ually complete each step of the process, forms were
developed that allow filling out using selection fields.
The first form
10
presents the creator with sugges-
tions related to themes, evaluations, feedback, chal-
lenges, awards, and other gamification possibilities.
The second form
11
concerns missions, allowing
the user to create as many missions as necessary. It
is possible to select the desired elements to be applied
in the missions, such as type of evaluation, feedback,
challenges, score, and other elements that make up a
mission. For example, if you want to apply GDS to
a single class, you only need to complete the mission
form once to create the corresponding mission. On
the other hand, if you want to gamify three classes,
you need to fill out the form three times or more, as
needed.
Both forms will be sent by email so that the cre-
ator can respond. As soon as you respond to each
form, your answers will be forwarded to your email,
9
https://chatgpt.com/
10
First form: https://forms.gle/fxphzHTeWGVofWsg9
11
Second form: https://forms.gle/r7UM34zFpGxZRXvq8
CSEDU 2025 - 17th International Conference on Computer Supported Education
440
as a way to help you consult the items previously an-
swered and selected.
5.3.2 Integrating ChatGPT into the Process
During the focus group, Expert 4 reported the need for
creativity to integrate the selected information into a
narrative. To minimize the problem, Expert 2 recom-
mended using ChatGPT to use the responses from the
forms and develop a gamified proposal.
We conducted tests using prompt engineering with
ChatGPT to enhance creativity during narrative con-
struction. A document containing the evolution of
prompts is available for consultation
12
.
To test the results of the gamification generated
with the support of ChatGPT, the participant was a
high school professor who intended to gamify his
classes but did not have time to learn gamification
methods and did not feel creative enough to create a
proposal for such an activity.
A proposal
13
was made available to the professor
that present the result obtained with the application
of the command prompt that uses the structure of the
original process and the answers selected by the pro-
fessor from the forms about the world of gamifica-
tion
14
and creation of missions
15
.
If the user prefers to develop their plot, he can use
the traditional process. However, if you want to au-
tomate this task, you can use the command prompt in
ChatGPT or another generative AI that supports this
prompt.
5.4 Evaluation of the New Version of
the Process
To obtain feedback on the new proposal for applying
the gamification process, an evaluation was carried
out with eleven volunteer participants in an unmoder-
ated format (executed with the participant alone with-
out the presence of the moderator), where all of them
generated gamification proposals for the classroom,
using topics that they usually teach in their comput-
ing disciplines.
The procedure carried out had the following steps:
(i) brief explanation about the new version of the
process via a text message;
(ii) time for the experts to answer the new forms
based on the process to specify details of their gami-
fication. For this test, everyone had to create a gami-
fication of just one mission;
12
Prompts: https://encurtador.com.br/7wWcu
13
Proposal: https://encurtador.com.br/vWIX4
14
Response 1 Form: https://encurtador.com.br/0AFUt
15
Response 2 Form: https://encurtador.com.br/YKjIx
(iii) the participants received and analyzed their
gamification project proposals generated based on the
responses to the forms;
(iv) At the end, a satisfaction survey was con-
ducted with the users.
The results generated by the experts
16
helped pro-
vide feedback, as shown in Table 3. The experts unan-
imously recommended the process to other profes-
sors, highlighting that the system facilitates the cre-
ation of gamification.
Table 3: Feedback on the new version of the process.
Expert Participants’ comments
Exp1 I saw the potential of the process to in-
crease student engagement.
Exp2 I consider the process easier and more
interesting to apply in the classroom.
Exp5 I highlight the simplicity and speed of
the process.
Exp7 I enjoy facilitating the creative process
and creating an engaging class..
Exp11 I recommend using the process because
it makes the professors job easier.
Despite the positive feedback, some experts also
pointed out opportunities for improvement. Expert
1, for example, highlighted that the gamification gen-
eration stage could be better integrated into the first
phases of the process, making the flow more cohesive.
Expert 2 mentioned the need to establish a minimum
and maximum number of choices in specific options
to prevent the professor from creating a too extensive
dynamic or with too few elements, which could im-
pact practical application. The Expert also suggested
including example scenarios or a brief explanation be-
fore starting the form so the professor can understand
what will be generated at the end.
Other experts raised questions about the clarity
and detail of the instructions provided. Expert 3 sug-
gested including a more robust initial explanation of
the process, which would better contextualize the use
of the form. Expert 4 suggested adding help buttons
to guide users unfamiliar with specific gamification
terms. At the same time, Expert 5 recommended cre-
ating a manual with examples that could clarify items
that seem similar or overlap in the form. In addition,
he highlighted the need to include more detailed feed-
back for all types of challenges in the process.
Some experts, such as Expert 10, highlighted that
using forms, although functional, can harm the inter-
action experience. The suggestion was to create a
more contextual environment, with graphics and vi-
sual elements that would facilitate understanding and
the creation of the artifacts necessary for gamification.
16
Results: https://encurtador.com.br/mxuuB
Would I Use It? A Study with Experts Exploring Game Design Storytelling as a Facilitating Process for Creating Educational Gamification
441
Finally, Expert 11 suggested testing the process
with professors from other areas of knowledge to pro-
vide a broader perspective on the tool’s applicability
in different educational contexts.
These points of improvement indicate that, al-
though the new version of the process has made it
easier to create gamification, there is still room for
adjustments, especially in terms of ease of use, clarity
of instructions, and visual and contextual support.
To support the validation of the process, incorpo-
rated quantitative metrics to provide data on the ease
of use and adoption of the proposed improvements by
participants. The metrics collected during the study
were:
Time Reduction. The process time has been re-
duced from 120 minutes to 7 minutes. Previously,
users had to stop and develop the entire gamifica-
tion proposal manually, but now they only need to
select the relevant options in the form, making the
process much faster.
Recommendation Rate. 91% of participants
stated they would recommend the process to other
educators.
Adoption Rate. 73% would apply the process in
their classes.
Average Satisfaction Score. 4.2/5 average sat-
isfaction rating from participants. 85% rated the
process as ”easy” or ”very easy” to use.
ChatGPT Efficiency. 100%. Percentage of par-
ticipants who found ChatGPT helpful in creating
narratives.
6 CONCLUSION
This study held a focus group with five computer sci-
ence experts to evaluate the GDS process. We devel-
oped a new version after identifying the original pro-
cess’s limitations and potential improvements through
the focus group. This version incorporated the sug-
gestions for improvement to make it more practical
and accessible. The complexity of the process was
reduced, and a response selection system was also in-
corporated to facilitate the completion of the steps, as
suggested by one of the experts. In addition, ChatGPT
was integrated into the proposal to help create narra-
tives, offering creative support so that professors can
develop gamification proposals practically. The new
version of the process was subsequently reassessed.
After implementing the suggested changes and in-
troducing a more simplified method for completing
the process steps, the experts were receptive to the
new version of GDS process.
The accessibility of the new version of the pro-
cess was evidenced by the positive feedback from the
experts when presented with the results generated by
ChatGPT, reducing a favorable perception regarding
the usefulness of the automated approach. The sug-
gestion to use ChatGPT to gather information and
develop gamified proposals was also well received,
demonstrating a willingness to adopt new technolo-
gies and approaches in the classroom.
However, there is still room for adjustments, such
as including limits on selection options, improving
the clarity of questions, and integrating more specific
feedback. Although ChatGPT has demonstrated the
potential to automate the generation of narratives, al-
leviating part of the workload for professors, its use
still requires validation by the professor. With these
improvements, the process aims to assist in a practi-
cal and helpful way in implementing gamification in
educational environments.
It is important to list three limitations of this re-
search as threats to validity:
1. A limited sample of experts because although they
provided important feedback, more participants
would be needed to obtain a more comprehensive
view of the feedback.
2. The lack of a practical application test for the
projects generated a more extensive evaluation.
3. The selection of experts only from the computing
area since the application with professionals from
other areas can result in different views and feed-
back, knowing that professionals from the com-
puting area have daily experience with issues such
as process detailing and structure.
Some experts have highlighted the GDS process’s
potential to test beyond computer science disciplines.
While this study focused on computer science edu-
cators, future research could explore how can adapt
GDS process to various fields of knowledge. For
instance, history classes could use narrative-based
gamification to bring historical events to life through
engaging storytelling. Similarly, biology educators
could employ game elements to simulate ecological
challenges, engaging students in solving real-world
problems. This broader applicability underscores the
versatility of GDS, suggesting that its narrative-driven
framework could enhance learning experiences across
different disciplines. A future longitudinal study
could assess the impact of GDS on student learning
outcomes in the long term.
In future work, an experiment will be conducted
to evaluate GDS as a process to support the creation
of gamified classes. This experiment will compare
students’ performance in gamified classes supported
CSEDU 2025 - 17th International Conference on Computer Supported Education
442
by the GDS process versus traditional classes. The
research will be conducted with professors and un-
dergraduate students of computing courses. More in-
depth studies should also be conducted to evaluate the
use of ChatGPT and other AI tools in education, in-
cluding quantitative analyses to measure the impact
of the narratives generated on student learning.
DATA AVAILABILITY
The dataset and the material used in the research, such
as the forms, GDS guide, material produced by the
experts and others, are maintained as an open source
project accessible at:
https://doi.org/10.6084/m9.figshare.27740928
If you have any questions, please contact one of
the authors.
ACKNOWLEDGMENT
This work was carried out with the support of the Co-
ordination for the Improvement of Higher Education
Personnel - Brazil (CAPES-PROEX) Funding Code
001. Additionally, this work was partially funded by
the Foundation for Research Support of the State of
Amazonas – FAPEAM – through the PDPG project.
We would like to thank the financial support
granted by CNPq (314797/2023-8; 443934/2023-1;
445029/2024-2) and the valuable contributions from
the members of our research group, who provided
feedback and support throughout this study.
Our gratitude goes to the participants of this study,
whose engagement and insights were fundamental to
this research.
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