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Integrating Project Based Learning and Project Management for Software Engineering Teaching: An Experience Report.

, , , , , , , , and . SIGCSE, page 806-811. ACM, (2018)

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Does gamification work for boys and girls?: An exploratory study with a virtual learning environment., , , , and . SAC, page 214-219. ACM, (2015)Narrative for Gamification in Education: Why Should you Care?, , , , and . ICALT, page 97-99. IEEE, (2019)A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , and . ICALT, page 84-88. IEEE, (2019)Do people's user types change over time? An exploratory study., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 90-99. CEUR-WS.org, (2021)The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems., , , and . HICSS, page 1-10. ScholarSpace, (2022)Artificial Intelligence and Educational Policy: Bridging Research and Practice., , and . AIED (Posters/Late Breaking Results/...), volume 1831 of Communications in Computer and Information Science, page 63-68. Springer, (2023)Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil., , , , , , , , , and 1 other author(s). EDM, International Educational Data Mining Society, (2022)The Bright and Dark Sides of Gamification., , and . ITS, volume 9684 of Lecture Notes in Computer Science, page 176-186. Springer, (2016)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)When Is It Best to Learn with All Worked Examples?, and . AIED, volume 6738 of Lecture Notes in Computer Science, page 222-229. Springer, (2011)