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Special Session
Special Session on
Gamification on Computer Programming Learning
 - GonCPL 2021

23 - 25 April, 2021

Within the 13th International Conference on Computer Supported Education - CSEDU 2021


Martinha Piteira

Brief Bio
Martinha Piteira has an extended experience in Usability and e-Learning Systems. Since 2006 she is responsible for the management of the School of Technology’s e-Learning platform from the Setubal Polytechnic Institute. As part of EST e-Learning task force is being involved in research, design and planning of Schools e-Learning strategy. In 2003 she started her academic career joining the Setubal Polytechnic Institute and since then she taught in several computer science courses, such as Web Programming, Human-Computer Interaction, Data Base Systems, among others. She is also an Invited Associate Professor at the University Institute of Lisbon (ISCTE) where she teaches Usability and Web Applications. Martinha Piteira received a PhD degree in Information Science and Technology at ISCTE-IUL Lisbon University Institute. Her work was about the adoption of Gamification in computer programming learning courses. Martinha also received her MSc. degree from ISCTE-IUL, in Information Systems Management. She is a researcher in ISTAR-IUL – Information Sciences, Technologies, and Architecture Research Center. Currently she is working on gamification design for specific contexts. His research interests include e-learning systems, gamification, information systems' gamification, educational technologies, information systems, human-computer interaction.


The Special Session in Gamification on Computer Programming Learning (GonCPL) aims to bring researchers and practitioners working in innovative approaches using gamification in the learning process.

On the last years, gamification has studied in various contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities.

Gamification are attracting a growing interest among the main actors that take part in the learning-teaching process and are highly considered among other educational approaches.

Some authors indicate that gamification may play an important role in the learning process, by the ability of overcoming difficulties of some topics and by motivating and engagement students in subjects that are considered less interesting, but that are undeniable important.

Gamification in education has received enormous attention in these last years, both of researchers and educators. However, the knowledge about the effect of gamification on students’ performance is still scarce. On the other hand, the gamification integration on educational information systems should follow a formal and clear design process, however these gamification design processes for specific contexts are not still defined.

GonCPL encourages authors to submit papers describing original work based on diverse perspectives related to gamification use in Education.


Authors are welcome to submit papers, discuss theory or research issues, demonstrate tools:
  • Gamification in Education
  • Gamification on online computer programming courses
  • Gamification framework
  • Programming Learning Tools
  • Gamification Design Process
  • Game-based Learning
  • Serious Games
  • Educational Games
  • Others considered relevant to this area


Paper Submission: February 24, 2021 (expired)
Authors Notification: March 10, 2021 (expired)
Camera Ready and Registration: March 18, 2021 (expired)


Available soon.


Prospective authors are invited to submit papers in any of the topics listed above.
Instructions for preparing the manuscript (in Word and Latex formats) are available at: Paper Templates
Please also check the Guidelines.
Papers must be submitted electronically via the web-based submission system using the appropriated button on this page.


After thorough reviewing by the special session program committee, all accepted papers will be published in a special section of the conference proceedings book - under an ISBN reference and on digital support - and submitted for indexation by SCOPUS, Google Scholar, DBLP, Semantic Scholar, Microsoft Academic, EI and Web of Science / Conference Proceedings Citation Index.
SCITEPRESS is a member of CrossRef ( and every paper is given a DOI (Digital Object Identifier).
All papers presented at the conference venue will be available at the SCITEPRESS Digital Library


CSEDU Special Sessions - GonCPL 2021