Gamification and computational thinking: analysis of an experience in high school / technical-education. Research, Society and Development, [S. l.], v. 9, n. 10, p. e5439108053, 2020. DOI: 10.33448/rsd-v9i10.8053. Disponível em: https://www.rsdjournal.org/rsd/article/view/8053. Acesso em: 6 dec. 2025.