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        <datestamp>2024-03-06T10:32:06Z</datestamp>
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          <dc:title>A Gamified Educational Escape Rooms' Framework for Computer Programming Classes (Short Paper)</dc:title>
          <dc:creator>Queirós, Ricardo</dc:creator>
          <dc:creator>Pinto, Carla</dc:creator>
          <dc:creator>Cruz, Mário</dc:creator>
          <dc:creator>Mascarenhas, Daniela</dc:creator>
          <dc:subject>Escape Room</dc:subject>
          <dc:subject>Gamification</dc:subject>
          <dc:subject>Computer Programming</dc:subject>
          <dc:subject>User Type Taxonomy</dc:subject>
          <dc:description>This paper presents a study on the use of gamified educational escape rooms to foster the teaching-learning process of computer programming, based on an user type taxonomy. The ultimate goal of this work is to identify and validate the most suitable gamification elements and mechanics for each user profile, providing case studies that illustrate their implementation. The main contribution of this work is to guide the design process of educational escape rooms in any domain, by considering the needs, preferences, and motivations of different user types.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Ricardo Queirós and Carla Pinto and Mário Cruz and Daniela Mascarenhas</dc:contributor>
          <dc:date>2023</dc:date>
          <dc:relation>Is Part Of OASIcs, Volume 112, 4th International Computer Programming Education Conference (ICPEC 2023)</dc:relation>
          <dc:type>InProceedings</dc:type>
          <dc:type>Text</dc:type>
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          <dc:identifier>doi:10.4230/OASIcs.ICPEC.2023.6</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-185021</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2023.6</dc:identifier>
          <dc:language>eng</dc:language>
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