experiment was carried out to validate the solutions.
At the end of the experiment the students were invited
to answer a 9-question questionnaire in order to verify
if the previously stipulated objectives were achieved.
The results were satisfactory, showing that the chosen
and implemented approaches increased student satis-
faction in using the exercise system, and also, accord-
ing to the students, that gamification proves to be ef-
fective in helping the teaching and learning process.
From this work on, there are several future works,
as in addition to the reputation comb, there are still
other six combs that can be better explored through
gamification elements. Some ideas were raised, such
as creating a second ranking, this one weekly, and un-
locking content, in this case, avatars.
In conclusion, the use of gamification linked to the
Honeycomb Framework has great potential in making
an exercise system of a virtual learning environment
even more attractive and seeking to keep the student’s
interest.
ACKNOWLEDGMENTS
This work received financial support from the Co-
ordination for the Improvement of Higher Educa-
tion Personnel - CAPES - Brazil (PROAP/AUXPE).
The authors would like to thank the Coordenac¸
˜
ao
de Aperfeic¸oamento de Pessoal de N
´
ıvel Supe-
rior – Brasil (CAPES) – Finance Code 001, Con-
selho Nacional de Desenvolvimento Cient
´
ıfico e Tec-
nol
´
ogico(CNPq) grant 308395/2020-4,and FAPESC
(Fundac¸
˜
ao de amparao
`
a Pesquisa e Inovac¸
˜
ao do
Estado de Santa Catarina) - FAPESC Nº 027/2020
Apoio
`
a Infraestrutura para Grupos de Pesquisa da
UDESC, “Tenologias Educacional e Metodologias
Inovadoras para Retenc¸
˜
ao dos Estudantes da
´
area de
Ci
ˆ
encia da Computac¸
˜
ao” TO n° 2021TR795.
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