GamificaPampa
AI and gamification for public-school teachers in Alegrete, Brazil. I make what reaches the classroom: 19 games, the 50-minute lesson, the Prompt Workshop and the Prompt Machine.
- For whom
- K-12 teachers and their classes, ages 6 to 17
- My role
- Games, lesson, Prompt Workshop, Prompt Machine and much of the hub
- With whom
- Educador 5.0 and GamificaEdu projects, UNIPAMPA, Alegrete campus
- Built with
- HTML, CSS and JavaScript, published on GitHub Pages
The idea
GamificaPampa brings together outreach projects from UNIPAMPA (Alegrete campus) that take artificial intelligence and gamification to public-school teachers in Alegrete, Brazil: Educador 5.0, on AI, and GamificaEdu, on gamification. The site treats teacher training as a game in three levels: Discover, Create and Apply.
My part is what ends up in the hands of teachers and kids. I started with games that introduce programming and the Software Engineering degree; then came games for other subjects, made as examples of what a teacher can build after the Prompt Workshop.
What's inside
Programming games
- Bug Ninja 6+
- Pair Programming 7+
- Connect the System 8+
- Code Arcade, three games with a scoreboard
- Bug Hunt
- Missão Dev
Subject games
- Syllable Factory and News Detective Portuguese
- Fractions Pizzeria, Bit's Scale and Bit's Line Maths
- Water Cycle Science
- Way to School and Timeline Geography and History
- Colour Studio and Bit's Circuit Art and PE
- English with Bit, Equation Lab and Bit's Genetics
For teachers
- 50-minute lesson: script, slides, worksheet and certificate
- Prompt Workshop: four sessions of about 2 hours
- Online course, Prompt Game and prompt builder
- Prompt Machine for every subject
- Offline kit and printable medals
How it was designed
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A QR code for the class
The teacher projects the class menu and kids open the games on their phones through a QR code. Every resource has a short link to write on the board and a Share button that sends it over WhatsApp or Classroom.
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When the network drops
The offline kit packs the class menu, the games and the lesson into one file that opens with a double click on the school laptop. A GitHub workflow rebuilds it on every change.
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No sign-up
No game asks for a login, and the site collects no data from kids. Open it and play, on a phone, a tablet or a projector.
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Ready to print
Script, worksheet, certificates and medals print on A4, straight from the pages themselves.
Inside



From a personal project to the organization
The games and the Workshop started in a repository of mine, Código Mirim. When they became part of GamificaPampa, they moved to the GamificaPampa organization on GitHub: what teachers and kids use stayed public, and the facilitators' kit went to a private team repository.
The rule of the move was not to break a single address. There were already QR codes printed on booths, slides and invitations, so every old address got a new destination, and the old repository became a bridge that sends each link to the right place.
In schools and at events
On October 14, 2026, GamificaPampa was presented to the teachers and management team of Escola Tancredo Neves, in Alegrete, and to the Diálogos do Pampa research group at UNIPAMPA's São Borja campus, in the talk "AI in Education".
My role and credits
I made 19 of the 20 games, the lesson, the Prompt Workshop, the Prompt Machine, the offline kit and the medals, and I look after much of the hub. The first version of the site, the visual identity, the Bit mascot and the Robot Gets the Star game are by Paulo Severo; the games and pages I made use that identity.
The hub and the outreach projects are coordinated by professors Paulo Silas Severo de Souza and Silvio Ereno Quincozes.