The advancement of Information and Communication Technologies is evident in all areas of our daily lives, and these technologies can be seen more and more as facilitators in pre-established processes. In education, the application of active methodologies has been successful, especially in spreading computing concepts. With the perspective of blended learning in mind, this article shows the results of an experiment by Computing Licentiate students in a class taught to high school students at a public school in Recife. Gamification was used as a pedagogical tool and data was collected during the process to help investigate the impacts of using the proposed techniques in the teaching of programming for digital games.
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