Collaborative Model for Developing Computing Skills in Basic
Education
Erica J. S. Scheffel
1
, Daniel Schneider
1,2
and Claudia L. R. Motta
1,2
1
Postgraduate Program in Computer Science, Universidade Federal do Rio de Janeiro, Brazil
2
Institute Tércio Pacitti of Computational Applications and Research,Universidade Federal do Rio de Janeiro, Brazil
Keywords: Computer Skills, Educational Crowdsourcing, Serious Games, Basic Education, Collective Intelligence.
Abstract: Following the recent inclusion of computational skills in Brazil's basic education curriculum, this study
explores A+Comp, a gamified, collaborative virtual learning environment designed to enhance computational
education. Inspired by online social networks and digital games, A+Comp integrates elements like virtual
currency and interactive challenges. The platform aims to boost user participation and mitigate engagement
disparities using the Experiential Learning Cycle and Positive Feedback Model. By combining cognitive,
conative, and executive function theories with system design, the research assesses the impact of gamification
and collaboration on computational competency acquisition, contributing to the discussion on innovative,
inclusive learning technologies.
1 INTRODUCTION
The advancement of technology has led major nations
to invest heavily in Science, Technology,
Engineering, and Mathematics (STEM) fields to
sustain social power, leadership, and wealth in the
international system (Coccia, 2019). Moreover, to
better prepare students for the future, integrating
scientific practices into the school environment has
become increasingly important, with problem- and
project-based learning emerging as effective active
methodologies for this purpose. This shift in
educational practices is evident in several countries,
where there is a growing consensus on the importance
of 21st-century skills such as critical thinking,
communication, collaboration, and creativity.
However, many educational policies still focus on
performance testing rather than prioritizing the
development of these skills (Kennedy and Sundberg,
2020).
As pedagogical practices have evolved to meet
the demands of the job market, the widespread
availability of the Internet has fundamentally changed
the profile of the current generation of students, who
now have access to instant, global information. This
transformation underscores traditional education's
need to adapt and guide students in navigating this
interconnected world (Boy, 2013). Similarly,
collaborative problem-solving is a vital skill in
today's society, and fostering STEAM projects that
involve computational tools has become a significant
educational trend to help students develop this
competency (Lin et al., 2020).
Computational competencies were recently added
to the Brazilian curriculum to broaden access to these
skills and potentially reduce social inequality
(Ribeiro et al., 2022). However, educators now face
the challenge: how can these competencies be
effectively taught in schools?
In this context, educators are focused on
collaborative learning and engagement to foster
computational competency development. Gamified
digital platforms offer a promising approach, using
rewards, customization, and challenges to boost user
participation. Virtual currencies, as an alternative to
traditional achievements, personalize the experience
and promote user autonomy in reward selection.
This paper proposes the development of a
gamified collaborative virtual environment designed
for sharing activities, challenges, and content related
to computational skill learning. The platform is being
developed for mobile devices (Android and iOS),
aligning with the target audience's preference for
smartphones and tablets. Additionally, this study
investigates how collaborative environments and
gamified elements can contribute to user learning and
engagement.
942
Scheffel, E. J. S., Schneider, D. and Motta, C. L. R.
Collaborative Model for Developing Computing Skills in Basic Education.
DOI: 10.5220/0013439500003932
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 2, pages 942-949
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
It is believed that the combination of
collaboration and gamification can create a rich
environment that fosters meaningful and enjoyable
learning experiences. This work aims not only to
implement a technological solution but also to
contribute to the scientific discussion on the role of
gamification and collaboration in developing
computational competencies.
The rest of the paper is described as follows:
Section 2 lays out the literature review. In Section 3,
we describe the virtual environment A+Comp and its
user interaction model and assessment model.
Finally, in Section 4, we conclude with the expected
contribution to the advancement of computational
education.
2 REVIEW OF LITERATURE
In this section, the different theories will be
presented, complementing each other to carry out this
research.
2.1 Games and Gamification
Playing a game involves engaging in an activity
aimed at producing a specific state, using only
permitted means, with the goal of winning while
adhering to predefined rules (Suits, 1967). Playing a
game involves engaging in an activity aimed at
achieving a specific state using only permitted means,
with the objective of winning by adhering to
predefined rules (Suits, 1967). According to
McGonigal (2012), games are defined by four
characteristics: objective, rules, feedback system, and
voluntary participation.
Through clear goals, quality feedback, and
narratives capable of motivating users to engage with
a higher level of involvement than they might
typically devote to real-world tasks, the learning
achieved through these tasks can be acquired within
the alternate reality of the gaming world. “In the 21st
century, games will be the primary platform for
creating the future” (McGonigal, 2012).
Gamification uses game mechanics to solve
practical problems and foster engagement within a
specific audience (Menezes and Bortoli, 2018).
Game-based learning involves a system where
learners, players, or consumers engage and interact in
a challenge defined by clear rules, receiving feedback
to achieve a measurable outcome while immersed in
emotional reactions, with fun serving as the key
element that makes playing enjoyable (Alves, 2015).
However, maintaining player motivation and
satisfaction in a gamified system is a challenge that
demands attention and dedication during its
development. Motivating users to adopt desirable
behaviors employs techniques that leverage human
psychological characteristics (Nicholson, 2012).
According to Nicholson, the needs and objectives of
the user must take precedence throughout the design
of the game to ensure meaningful gamification, where
the game design is user-centered.
Various types of players directly influence their
interaction with the environment, the game, and other
players (Alves, 2015). Similarly, different
temperaments, personalities, and learning preferences
exist. One technique used in meaningful gamification
is the Universal Design for Learning (UDL)
framework, aimed at creating content accessible to a
broad range of learners (Rose et al., 2002). According
to the authors, the UDL framework includes
strategies such as differentiating ways of presenting
content, addressing the “what” question; diversifying
activity types for content demonstration, addressing
the “how” question; and varying pathways for
students to internalize content and remain motivated,
thus addressing the “why” question.
2.2 Continuous Cycle of Experiential
Learning
Rooted in emotions, positioning, and attitudes,
Kolb’s learning theory (1984) outlines four distinct
styles for acquiring knowledge. Moreover, Kolb
defines learning as a cycle of four stages, describing
how individuals learn through experiential processes.
This cycle not only explains individual differences,
manifested in learning styles, but also elucidates the
universal process of experiential learning, akin to a
training loop.
The four stages of Kolb’s learning cycle or
training loop describe how “concrete or immediate
experiences” provide the foundation for
“observations and reflections.” These observations
and reflections are then assimilated and transformed
into “abstract concepts” that yield new implications
for action. Subsequently, these concepts are “actively
tested”, potentially generating new experiences.
Kolb’s model operates across two dimensions,
and the combinations of these dimensions generate
learning preferences and determine how individuals
react during the learning process. Figure 1 illustrates
the continuous experiential learning cycle, where
individuals choose between “feeling” and “thinking”
along the vertical axis. This vertical axis represents
the way an experience is preferentially perceived to
initiate learning—either through sensory and intuitive
Collaborative Model for Developing Computing Skills in Basic Education
943
means or through conceptual and logical analysis.
Similarly, individuals choose betweendoing or
“observing” along the horizontal axis, which
addresses the processing of experiences. This
processing transforms experiences into learning
through practical application, abstract analysis, and
integration.
Figure 1: Structural Dimensions Underlying the Process of
Experiential Learning and the Resulting Basic Knowledge
Forms (Kolb, 1984, p.125).
The combination of these dimensions creates a
dynamic model where individual preferences
determine how experiences are perceived, processed,
and transformed into actionable knowledge.
Table 1: Learning styles (Kolb, 1984).
St
y
les Characteristics
Divergent
Creative and observant, proposes new
ideas and approaches to achieve sensory
outcomes
Assimilative
Inductive reasoning, observes and draws
conclusions based on gathered data.
Learns through lectures and readings
Convergent
Deductive reasoning, starts from
established truths to deduce conclusions,
as in mathematics and physics
Accommodative
Prefers practical classes, with intuitive
problem-solving, through trial and error
According to the author, individuals decide
between doing or observing at the same time as they
decide whether to think or feel. The result of these
two choices is the preferred learning style. Knowing
a person’s learning style can facilitate the acquisition
of knowledge when the preferred method is used in
instruction. Table 1 shows the four learning styles and
their characteristics.
2.3 Collective Intelligence
The concept of Collective Intelligence (CI), as
proposed by Malone, Atlee, and Lévy (2018),
involves the ability of a group of individuals to work
together effectively in problem-solving and decision-
making. According to the authors, Collective
Intelligence serves as a mechanism for addressing
complex problems, contributing to a more prosperous
and peaceful world by enabling individuals to
collaborate efficiently to achieve common goals.
Technology, especially the Internet, connects
people and boosts CI. Virtual environments, social
networks, and AI amplify global collaboration. Tools
like wikis, online reputation systems, and learning
algorithms facilitate and scale cooperative efforts
driving CI.
2.4 Cognitive, Conative and Executive
Functions
In any learning process, neuroimaging examinations
reveal numerous neurons interacting systemically,
with this connectivity giving rise to complex
neurofunctional networks responsible for higher-
order capacities, referred to as cognitive, executive,
and conative functions (Fonseca, 2014). According to
the author, the term cognition refers to the process of
acquiring knowledge facilitated through social
interaction among humans. This process involves
integrating tools such as attention, simultaneous and
sequential processing, memory, reasoning,
visualization, planning, problem-solving, execution,
and the expression of information.
The Theory of Intelligence, known as the PASS
Theory (Planning, Attention, Successive Processing,
and Simultaneous Processing), was developed by
Das, Naglieri, and Kirby (1994) based on the studies
of Soviet physician and psychologist Alexander
Luria. According to Luria (1966, 1973, 1980), human
cognitive processing involves three functional units
that work in unison. The first functional unit is
responsible for cortical regulation and the
maintenance of attention. The second functional unit
receives, processes, and stores information through
successive and simultaneous coding. The third
functional unit is responsible for planning, regulating,
and directing mental activity. Derived from the
Latin word conatus, introduced by Spinoza, the 17th-
century rationalist philosopher who argued that
human behavior is determined by emotions, conative
functions pertain to the individual’s motivation,
emotions, temperament, and personality (Fonseca,
2014). According to the author, emotions reflect a
CSEDU 2025 - 17th International Conference on Computer Supported Education
944
state of readiness in the organism to address certain
tasks or situations, particularly those with survival
value, such as threat, danger, anxiety, insecurity, or
discomfort. This implies that when individuals face
challenging or stressful learning situations, their
availability, effort, balance, decision-making,
investment, diligence, and adaptability may be
impaired.
For this reason, knowledge objects must be
presented to students in ways that do not neglect their
emotions, feelings, and motivations, and games have
proven to be effective in addressing these aspects.
According to Fonseca (2014), this is crucial because
negative conation can jeopardize three components
essential to functional optimization: value (why I
perform the task), expectation (what I achieve with
the task), and affectivity (how I feel about the task).
When an organism is healthy, with its basic needs
satisfied and thus liberated for self-actualization, it is
presumed to develop through intrinsic growth
tendencies. Properly applied and successful cognitive
functions yield gratification surpassing
environmental determinism's extrinsic rewards
(Maslow, 1954). According to Fonseca (2014),
executive functions operate primarily in the
prefrontal cortex, coordinating and integrating the
neurofunctional triad of learning, where they are
interconnected with the cognitive and conative
functions previously discussed. In essence, executive
functions represent the governing processes that link
the brain to the body’s muscles, enabling individuals
to interact with the world intentionally and organized.
This action plan considers past experiences and
environmental demands (Santos, 2004).
The core components of executive functions
include attention, perception, working memory,
control, flexibility, metacognition, decision-making,
and execution. Studies conducted with primary
education students have demonstrated that executive
functions are closely related to academic performance
and that stimulating these functions can effectively
enhance children’s performance in their activities
(Lima et al., 2009).
A review of the literature revealed that a
deliberate method to develop executive functions is
through digital games, which have been shown to be
important and effective mediators for stimulating
these functions (Vieira et al., 2017; Ramos and
Rocha, 2016).
2.5 Modeling Complex Systems
Complex systems are networks composed of
numerous interacting components, typically in a
nonlinear manner. These components can emerge and
evolve through self-organization, existing in a state
that is neither entirely regular nor entirely random,
thereby enabling the development of emergent
behavior at a macroscopic scale (Sayama, 2015). In a
complex system, the interaction among components
can lead to the system’s self-organization,
independent of centralized control. The proposed
digital environment constitutes a complex system, as
its elements, meanings, objectives, and challenges are
interconnected like a graph, with no predefined
sequence of actions for participants to follow.
Similarly, the outcomes of participants’ choices
within the digital environment, their performance in
challenges, and the reward system can influence the
actions of other participants, fostering a collaborative
process aimed at enhancing collective learning.
3 THE A+COMP DIGITAL
ENVIRONMENT
Students build their knowledge through access to the
contents and activities shared in the A+Comp
environment, but the gamified digital environment
proposed in this research is being designed and
developed using the Design Science Research
methodology (Dresch et al., 2015) and was inspired
by the design of online social networks such as
Facebook and Instagram. In addition to allowing
users to follow friends and track their interactions, the
proposal integrates concepts from digital games like
Stardew Valley, Unravel Two, and Welcome to
Bloxburg. The inspiration derived from these games,
coupled with everyday school experiences, has
created a blend capable of triggering a creative
process involving rewards, objectives, and challenges
aimed at developing computational skills recently
incorporated into the Brazilian educational
curriculum. These skills include classifying
information and its data types, devising algorithms,
decomposing problems, implementing solutions
using programming languages, reusing code, and
understanding data transmission processes, among
others.
3.1 A+Comp User Interaction Model
The A+Comp environment will be utilized with
students and teachers from the 6th to 9th grades and
high school in two public schools in Brazil. The
proposed model specifically reflects the interaction
between students and other students, teachers and
Collaborative Model for Developing Computing Skills in Basic Education
945
students, and teachers with other teachers, because
strengthening connections between different age
groups promotes digital and social inclusion (Fronza
et al., 2024). In the A+Comp environment, users can
publish content and activities, either created or found
on the internet, related to computer science education,
contributing to a material curation process shared
with others. Users can also validate, like, add to
favorites, follow other users, and individually or
collectively engage in the posted activities. Based on
Kolb’s Experiential Learning Cycle, the model
emphasizes the various ways users engage within the
A+Comp environment, accommodating their
preferred learning styles while immersing them in
other styles to encourage the completion of the ideal
cycle, as suggested by Kolb (1984). The model is
structured around the four stages of the Experiential
Learning Cycle:
Concrete Experience (Feel/Act): Participants
absorb new content by viewing materials and
activities posted by others.
Reflective Observation (Observe/Reflect):
Participants evaluate posted content and
activities, conducting external research to
complement their acquired knowledge.
Abstract Conceptualization (Think/
Conceptualize): Logical connections between
theory and practice are established, enabling
participants to begin working on activities and
challenges proposed by others.
Active Experimentation (Do/Apply):
Participants apply their knowledge by
proposing activities, posting content,
validating tasks, and correcting activities
shared by others.
Gamification occurs as each action within the
aforementioned steps rewards users with a
progressively increasing amount of coins, with the
final step providing the highest reward, thereby
incentivizing users to progress through all stages of
Kolb's cycle. Upon reaching certain coins, the user
unlocks a mini-game directly addressing one of the
aforementioned skills.
As depicted in Figure 2, the core of the model
focuses on computational competencies, which
represent the environment’s primary objective.
3.2 Positive Feedback Model
The model proposed in this research employs a
complex adaptive system to encourage, develop, and
track the acquisition of skills and competencies
through participant interactions and the resolution of
digital challenges.
This system is grounded in the Positive Feedback
model proposed by Batty (2007) to maintain
“diminishing returns to scale”, ensuring a more
balanced participation among A+Comp users.
The Positive Feedback model statistically
demonstrates, within a 21x21 grid filled with
distributed and activity-analogous values: the rich
become richer, and the poor become poorer. An
analogy can be drawn using the Brazilian educational
system: individuals with more resources to invest in a
quality education have greater chances of securing
good jobs, while those with fewer resources find it
difficult to change their socioeconomic status due to
a lack of investment opportunities. This phenomenon
arises because the growth rate of a quantity is
positively correlated with its magnitude—that is,
growth increases size, which in turn amplifies the
growth rate. Positive Feedback is also known as
“increasing returns to scale”, but “diminishing returns
to scale” can occur when the ALPHA rate is less than
one (ALPHA < 1). With decreasing returns to scale,
as the quantity increases, the growth rate of that
quantity decreases. In other words, the more
resources there are, the harder it becomes to increase
them, and more opportunities are created for those
with fewer resources. This model can be tested
computationally using the NetLogo software
(Wilensky, 2007). In the A+Comp environment, the
ALPHA rate is used to observe and maintain
“decreasing returns to scale”. The idea is to prevent
those with extensive knowledge of Computer Science
from overshadowing less knowledgeable
participants, which could lead to a lack of motivation
to use the A+Comp environment. The system
operates as follows: when the ALPHA rate is high,
the A+Comp environment offers advantages
(rewards) to users who are not participating while
increasing the item store prices for users who are
participating alone. Conversely, the environment
provides more virtual coins for these solitary users to
interact with non-participating users. Equation 1
shows how the ALPHA rate is calculated based on the
number of participations over a one-week interval.
The greater the number of participations, the lower
the ALPHA rate.
Under such conditions, all quantities are reduced
until they equalize, benefiting the disadvantaged.
This model can be computationally tested using the
NetLogo software (Wilensky, 2007).
CSEDU 2025 - 17th International Conference on Computer Supported Education
946
Figure 2: Interaction Model Between Users in the A+Comp Environment.
In Equation 1, T(n) represents the variable rate as
a function of the number of participations during the
week, denoted by n. The letter C is a constant that
prevents division by zero and adjusts the decay curve
of the rate, set to a value of 1. The letter K represents
a constant value that adjusts the initial rate when n=0.
T(n) =
௡ା஼
(1)
Additionally, the Moore neighborhood is applied,
where the rate increases the average of the eight
closest neighbors, represented by each user's eight
most active friends. This adaptability, which is not
disclosed to users, involves creating fictitious virtual
friends who act to raise the Moore neighborhood
average of participants when necessary. Upon first
accessing the A+Comp environment, users will be
informed about the potential interaction with
fictitious agents, although these agents will not be
identified. These virtual friends will interact like any
other user, liking posts, recommending activities and
content, inviting users to participate in collaborative
activities, and more.
3.3 Skills Development Assessment
Model
In the A+Comp environment, the students build their
knowledge by accessing shared content and activities
through user interactions and by playing mini-games.
The process unfolds as follows: the first contact with
the learning objects, which include posted content
and activities on predefined themes of the A+Comp
environment (Programming, Robotics,
Computational Thinking, Society and Technology,
Logic, Digital Tools, or Digital Security), initiates the
Concrete Experience phase (feel/act). Faced with a
variety of posts, cognitive functions are recruited, and
users process information successively and/or
simultaneously. When content or activity on a
specific theme captures their attention, cortical
activation and focus keep them engaged.
Conative functions are activated through
gamification, where the possibility of earning coins
and acquiring desired items affects emotions and
motivates users to stay in the environment. This first
contact leads to the next stage, Reflective
Observation (observe/reflect), where users can
interact and express validation. Engagement with the
chosen theme elevates the user to the Abstract
Conceptualization stage (thinking/conceptualizing),
occurring when they perform activities, triggering
cognitive processes such as logical reasoning,
memory, planning, and problem-solving. When users
feel comfortable enough with the theme after passing
through the three stages, motivated by gamification,
they reach the final stage of Active Experimentation
(do/apply), proposing their own activities, providing
corrections, and contributing to the learning of other
users.
Collaborative Model for Developing Computing Skills in Basic Education
947
At this moment, the executive functions that govern
intentional and organized interaction with the world
are concluding the learning process, coordinating,
and integrating the neurofunctional triad of learning
(Fonseca, 2012). This cycle repeats with each theme
that captures the user's attention.
Table 2: Markers that check collection and data type
abilities
1
The player can store toys in drawers labeled with
tags such as "type: toy" and food items in drawers
labele
d
with "t
yp
e: food."
2
The player can store objects identified only by
words in drawers labeled "type: string," objects
with integers in drawers labeled "type: integer
(int)," and objects with decimal numbers in
drawers labele
d
"t
yp
e: floatin
g
-
p
oint
float
."
3
The player can correctly organize the items
described above, but the drawers will only be
identified by tags labeled "type: string," "type:
int," an
d
"t
yp
e: float."
4
The player can correctly store, in drawers with the
same labels as previously described, cards
containing expressions such as:
“int number = 9;”
“string name = anna;”
“float temperature = 31,5;”
“strin
g
name = anna;”
5
Using the game's programming IDE, the player
can arrange the pieces of a puzzle containing parts
of the
p
reviousl
y
p
resente
d
code.
6
Using the game's programming IDE, the player
can type the variable declaration code, following
the previously presented pattern.
In addition to user interaction and content sharing,
the gamified digital environment A+Comp features
mini-games designed in alignment with the domains,
knowledge objects, and skills outlined in the
Brazilian educational curriculum (MEC, 2022). The
markers aim to assess the acquisition of skills that will
trigger the development of computational
competencies. Other digital environments like
PyGuru also analyze programming students’ actions,
capturing temporal learning behaviors (Singh, 2024).
Each challenge includes six markers that indicate
progress in learning a particular concept. Each marker
adds 1 point to the player’s learning score. Among the
six marker levels, the first level is the simplest, the
fifth level indicates mastery of the concept, and the
sixth level represents exceptional learning. For each
additional marker earned, the user receives a reward
equal to the marker level multiplied by two virtual
coins. Although repeating challenges does not
contribute to the learning score, players can repeat
tasks as often as desired. Every time a player correctly
performs level-six tasks for the first time, the amount
of virtual coins earned is doubled.
The Brazilian educational curriculum defines
computational competencies that can be acquired
through the development of specific skills, such as
accurately describing problem solutions by
constructing a program to implement the described
solution, designing algorithms involving sequential,
iterative, and conditional instructions using a
programming language, or understanding the data
transmission process, including how information is
fragmented into packets, transmitted across multiple
devices, and reconstructed at its destination (MEC,
2022). Approximately ten skills are to be developed
each school year. For example, the skill of classifying
information by grouping it into collections and
associating each collection with a data type is
evaluated through a mini-game in which the
challenge involves organizing scattered data types
(int, float, and string) into a cabinet with drawers
representing computer memory (Figure 3). Table 2
details the minigame's markers.
Figure 3: Minigame to assess data type classification skills.
4 CONCLUSION
This work explored the potential of a gamified and
collaborative digital environment for developing
computational competencies in basic education,
laying a foundation for future investigations into the
role of gamified and collaborative technologies in
education. The empirical analysis of the use of
A+Comp will provide relevant data to improve the
model and validate its effectiveness across different
subjects and educational contexts. In future work, we
aim to implement the A+Comp environment and do
usability testing with basic education students.
CSEDU 2025 - 17th International Conference on Computer Supported Education
948
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