LOGIC RUSH: UM JOGO EDUCACIONAL 2D COM APRENDIZAGEM ADAPTATIVA ASSISTIDA POR INTELIGÊNCIA ARTIFICIAL PARA O ENSINO DE LÓGICA DE PROGRAMAÇÃO

Authors

DOI:

https://doi.org/10.36557/2674-9432.2026v5n5p473-493

Keywords:

Educational Games, Gamification, Artificial Intelligence, Adaptive Learning, Programming Logic.

Abstract

This article presents the development and evaluation of Logic Rush, a 2D educational digital game featuring an intelligent adaptive engine designed to support the teaching of programming logic through Artificial Intelligence. Developed using the Godot 4 engine and GDScript, the system evolved from a static progression model into an Adaptive Learning Environment capable of dynamically generating questions through the Gemini API, classifying them according to topic and difficulty level, recommending learning content based on player performance, and automatically adjusting challenge complexity using a Dynamic Difficulty Adjustment (DDA) algorithm. The proposed solution integrates auto-run gameplay mechanics, obstacles, buffs, a life system, boss battles, and multiple-choice quizzes involving code interpretation and output prediction, distributed across three progressive stages. The applied and exploratory research encompassed both the prototype development and its initial evaluation using a Likert scale and usage metrics. The results demonstrate the technical feasibility of the system and reveal positive perceptions regarding usability, engagement, and learning potential among first-semester students enrolled in an Analysis and Systems Development program taking the programming logic course.

Downloads

Download data is not yet available.

References

CASTRO, Maria Beatriz de Oliveira; SANTOS, Viviane Almeida dos. Gamificação como recurso para aprimorar o ensino de lógica de programação em cursos de computação no ensino superior: uma revisão sistemática. Revista Novas Tecnologias na Educação, v. 21, n. 2, 2023.

CSIKSZENTMIHALYI, Mihaly. Flow: The Psychology of Optimal Experience. New York: Harper & Row, 1990.

KAZIMOGLU, Cagin et al. A Serious Game for Developing Computational Thinking and Learning Introductory Computer Programming. Procedia – Social and Behavioral Sciences, v. 47, p. 1991–1999, 2012. DOI: 10.1016/j.sbspro.2012.06.938.

MAO, Wei et al. The effects of immediate feedback in game-based learning environments on student motivation, engagement, and learning outcomes: A systematic review. Computers & Education, 2024.

MILJANOVIC, Michael A.; BRADBURY, Jeremy S. A Review of Serious Games for Programming. In: Joint International Conference on Serious Games. Springer, 2018. p. 204-216.

VIDENOVIK, Maja et al. Computer science education through game-based learning: A systematic literature review. Education and Information Technologies, 2023. DOI: 10.1007/s10639-022-11449-4.

VYGOTSKY, Lev S. Mind in Society: The Development of Higher Psychological Processes. Cambridge: Harvard University Press, 1978.

ZHAN, Zehui et al. The effectiveness of gamification in programming education: Evidence from a meta-analysis. Computers and Education: Artificial Intelligence, v. 3, 2022, 100096. DOI: 10.1016/j.caeai.2022.100096.

ZHAO, Wanli et al. Game-based learning in programming education: A systematic review. Education and Information Technologies, 2022.

ZOHAIB, Mohammad. Dynamic Difficulty Adjustment (DDA) in Computer Games: A Review. Advances in Human-Computer Interaction, v. 2018, 2018. DOI: 10.1155/2018/5681652.

Published

2026-07-13

How to Cite

DOS SANTOS BRITO, Deivid et al. LOGIC RUSH: UM JOGO EDUCACIONAL 2D COM APRENDIZAGEM ADAPTATIVA ASSISTIDA POR INTELIGÊNCIA ARTIFICIAL PARA O ENSINO DE LÓGICA DE PROGRAMAÇÃO. Periódicos Brasil. Pesquisa Científica, Macapá, Brasil, v. 5, n. 5, p. 473–493, 2026. DOI: 10.36557/2674-9432.2026v5n5p473-493. Disponível em: https://periodicosbrasil.emnuvens.com.br/revista/article/view/1310. Acesso em: 17 aug. 2026.

Issue

Section

Computação, Robótica e Tecnologia