REFERENCES
Alves, F. (2015). Gamification: como criar experiências de
aprendizagem engajadoras – Um guia completo do
conceito à prática. DVS Editora. 2
nd
edition.
Batty, M. (2007). Cities and Complexity: Understanding
Cities with Cellular Automata, Agent-Based Models,
and Fractals. MIT Press. Massachusetts.
Boy, G. A. (2013). From STEM to STEAM: toward a
human-centred education, creativity & learning
thinking. In European Conference on Cognitive
Ergonomics 13, ACM. New York, pages. 1-7.
Coccia, M. (2019). Why do nations produce science
advances and new technology? Technology in Society,
v. 59, pages 1-23.
Das, J. P., Naglieri, J. A.; Kirby, J. R. (1994). Assessment
of Cognitive Processes: The PASS Theory of
Intelligence. Allyn & Bacon. Boston.
Drech, A., Lacerda, D. P. and Antunes Jr, J. A. V. (2015).
Design Science Research: método de pesquisa para
avanço da ciência e tecnologia. Bookma. Porto Alegre.
Fonseca, V. (2014). Papel das funções cognitivas, conativas
e executivas na aprendizagem: uma abordagem
neuropsicopedagógica. Revista Psicopedagogia, v. 31,
n. 96, pages 236-253.
Fronza I., Iaccarino G. and Corral L. (2024). An Approach
Based on Learning by Teaching to Support the Vertical
Alignment of the Educational Robotics Curriculum. In
16th CSEDU. SciTePress, pages 307-316.
Kennedy, T. J. and Sundberg, C. W. (2020). 21st Century
Skills. In Akpan, B.; Kennedy, T. J. (coord.). Science
Education in Theory and Practice: An Introductory
Guide to Learning Theory. Springer Texts in Education.
Cham, pages 479-496.
Kolb, D. (1984). Experiential Learning: Experience as the
source of learning and development. Prentice Hall.
New Jersey.
Lima, R. F., et. al. (2009). Amostra de desempenho de
estudantes do ensino fundamental em testes de atenção
e funções executivas. Revista Psicopedagogia, v. 26, n.
80.
Lin, K.; Yu, K., Hsien-Sheng, H., Yu-Shan, C. and Yu-
Hung, C. (2020). Effects of web-based versus
classroom-based STEM learning environments on the
development of collaborative problem-solving skills in
junior high school students. International Journal of
Technology and Design Education, v. 30, pages 21-34.
Luria, A. R. (1966). Human Brain and Psychological
Processes. Harper & Row. New York.
Luria, A. R. (1973). The Working Brain: an introduction to
neuropsychology. Basic Books. New York.
Luria, A. R. (1980). Higher Cortical Functions in Man.
Springer. New York, 2
nd
edition.
Malone, T., Atlee, T. and Lévy, P. (2008). Collective
Intelligence: Creating a Prosperous World at Peace.
Mark Tovey (Org.). Earth Intelligence Network.
Virginia.
Maslow, A. H. (1954). Motivation and Personality. Harper
& Row Publishers. New York.
McGonigal, J. (2012). A realidade em jogo: Por que os
games nos tornam melhores e como eles podem mudar
o mundo. Tradução de Eduardo Rieche, 1
st
edition.
MEC (2022). Normas sobre Computação na Educação
Básica – Complemento à BNCC. Brasília.
Menezes, C. and Bortoli, R. (2018). Gamificação:
surgimento e consolidação. Comunicação & Sociedade,
v. 40, n. 1, pages 267-297.
Nicholson, S. (2012). A user-centered theoretical
framework for meaningful gamification. Games+
Learning+ Society, v. 8, n. 1, pages 223-230.
Ramos, D. K., Rocha, N. L. (2016). Avaliação do uso de
jogos eletrônicos para o aprimoramento das funções
executivas no contexto escolar. Revista
Psicopedagogia, São Paulo, v. 33, n. 101, p. 133-143.
Ribeiro, L., Cavalheiro, S. A. C., Foss, L., Cruz, M. E. J. K.
and França, R. S. (2022). Proposta para Implantação do
Ensino de Computação na Educação Básica no Brasil.
In SBIE 2022, 33., pages 278-288.
Rose, D. H., et al. (2002). Teaching Every Student in the
Digital Age: Universal Design for Learning.
Association for Supervision and Curriculum
Development. Alexandria.
Santos, F. H. Funções executivas (2024). In: Andrade, V.
M., Santos, F. H.; Bueno, O. (Eds.), Neuropsicologia
Hoje. Artes Médicas. São Paulo, pages 125-134.
Sayama, H. (2015). Introduction to the Modeling and
Analysis of Complex Systems. Open Suny Textbooks.
Singh, D. K., Nishane, I., and Rajendran, R. (2024).
Analysing Learner Strategies in Programming Using
Clickstream Data. In 16th CSEDU, pages 87-96.
Suits, B. (1967). What is a Game? Philosophy of science, v.
34, n. 2, pages 148-156.
Vieira, J. et al. (2017). Funções executivas e games: teoria
e prática dentro do contexto escolar. In SBGames, 16,
2017, Curitiba, pages 2179-2259.
Wilensky, U. (2007). NetLogo Urban Suite - Positive
Feedback model. Center for Connected Learning and
Computer-Based Modeling, Northwestern University.