Academic research supporting the methodology
Reports, whitepapers, and case studies related to the project
Presented at the 29th International Conference on Interactive Collaborative Learning (September 2026, Cologne, Germany), this interactive workshop explored practical ways to integrate gamification into Learning Management Systems. Through LMS-based examples and discussion, participants examined how game mechanics, progression, rewards, analytics, and student feedback can support more engaging and effective learning experiences.
Implementing Gamification in LMS
Maria João Varanda Pereira, Luís M. Alves, Adina Cocu, Sandra M. Dingli, Montse Meneses, Ramon Vilanova, „Enhancing Creative Thinking Through Gamification in LMS Environments”, 6th International Computer Programming Education Conference (ICPEC 2025)
Cocu A., Pecheanu E., Șușnea I., Arbos R. V., Varanda Pereira M., J., Dingli S., Mihalache S., “Integrating Gamification in LMS-Based STEM Education: An Adaptive Implementation Approach“, ICL2025 27th International Conference on Interactive Collaborative Learning, Budapesta, Hungary, 2025
M. Meneses, R. Vilanova, J. Bernal, A. Cocu, M.J. Varanda, S. Dingli, S. Mihalache, “Positive Effects of Gamification for Social Science Oriented Statistics Course”, INTED 2026 20th annual International Technology, Education and Development Conference Valencia (Spain)
Adina Cocu, Emilia Pecheanu, Cristian Sandu, Cătălin Anghel, Adrian Istrate, Simona Moldovanu, Marian Barbu, “LMS-Based Gamification Strategies in Programming Course: Performance Analysis and Student Perceptions”, ICL 2026 29th International Conference on Interactive Collaborative Learning, Cologne, Germany.
Laura Danilescu, Adina Cocu, Emilia Pecheanu, „Integrating Entrepreneurship and Sustainability in Final-Year Computer Engineering Projects: A Challenge-Based Gamified Approach”, ICL 2026 29th International Conference on Interactive Collaborative Learning, Cologne, Germany.
Adina Cocu, Catalin Anghel, Emilia Pecheanu, Diana Stefanescu, Ioan Susnea, Adrian Istrate, „AI-Powered Design of Personalized e-Learning Systems”, ICL 2026 29th International Conference on Interactive Collaborative Learning, Cologne, Germany.
C. Pedret, M. Meneses, M.J. Varanda, A. Cocu, S.F. Mihalache, S. Dingli and R. Vilanova, “Gamified Programming Assessment with CodeRunner: Enhancing Engagement and Learning in a Non-STEM-Oriented First-Year Cohort”, ICERI 2026 19th International Conference of Education, Research and Innovation, Seville, Spain, November 2026
M. Meneses, C. Pedret, A. Cocu, M.J. Varanda Pereira, S.F. Mihalache, S.M. Dingli and R. Vilanova, “Active Learning through Classroom Gamification in Mathematics for Social Sciences: Evidence from a Two-Year Multi-Cohort Study”, ICERI 2026 19th International Conference of Education, Research and Innovation, Seville, Spain, November 2026
Montserrat Meneses Benítez, Ramon Vilanova Arbos, Adina Cocu, Maria Joao Varanda Pereira, Sandra Dingli, Sanda F. Mihalache, Jorge Bernal, THINKGAME: COOPERATION TO IMPLEMENT CREATIVE THINKING AND GAMIFICATION FOR INNOVATIVE ONLINE TRAINING OF STEM STUDENTS, 16th International Conference on Education and New Learning Technologies EDULEARN 2024

the European Union
KA220-HED – Cooperation partnerships in higher education
2023-1-RO01-KA220-HED-000152883 – Romania
ThinkGame – Cooperation to implement Creative Thinking and Gamification for innovative online training of STEM students.
Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.