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        <full_title>WSEAS TRANSACTIONS ON INFORMATION SCIENCE AND APPLICATIONS</full_title>
        <issn media_type="print">1790-0832</issn>
        <issn media_type="electronic">2224-3402</issn>
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        <titles>
          <title>Gamify Away: A Tool in Development for Game-based Learning Ideation</title>
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        <contributors>
          <person_name sequence="first" contributor_role="author">
            <given_name>Bárbara</given_name>
            <surname>Andrez</surname>
            <affiliations>
              <institution>
                <institution_name>CITCEM/FLUP - Faculty of Arts and Humanities of the University of Porto Via Panorâmica, s/n 4150-564 Porto PORTUGAL</institution_name>
              </institution>
            </affiliations>
          </person_name>
          <person_name sequence="additional" contributor_role="author">
            <given_name>Paula Menino</given_name>
            <surname>Homem</surname>
            <affiliations>
              <institution>
                <institution_name>CITCEM/FLUP - Faculty of Arts and Humanities of the University of Porto Via Panorâmica, s/n 4150-564 Porto PORTUGAL</institution_name>
              </institution>
            </affiliations>
          </person_name>
          <person_name sequence="additional" contributor_role="author">
            <given_name>Maria Manuela</given_name>
            <surname>Pinto</surname>
            <affiliations>
              <institution>
                <institution_name>CITCEM/FLUP - Faculty of Arts and Humanities of the University of Porto Via Panorâmica, s/n 4150-564 Porto PORTUGAL</institution_name>
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        <jats:abstract xml:lang="en">
          <jats:p>This paper introduces Gamify Away, a tool currently under development designed to support brainstorming sessions for the creation of game-based learning (GBL) experiences. Developed within the context of a doctoral research project, the tool aims to unlock the initial stages of GBL design, enabling participants to produce a concise game concept that can serve as the foundation for subsequent development phases. The results obtained from its experimentation indicate high levels of satisfaction regarding the tool’s effectiveness, particularly in terms of defining learning outcomes to be obtained, participant engagement, and its capacity to stimulate idea generation. Participants also expressed strong recommendations for its use in future brainstorming sessions. Although further iterations are still required, Gamify Away is believed to be applicable across various contexts and domains, helping to enhance initial approaches to creating GBL experiences.</jats:p>
        </jats:abstract>
        <publication_date media_type="print">
          <month>05</month>
          <day>12</day>
          <year>2026</year>
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          <month>05</month>
          <day>12</day>
          <year>2026</year>
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        <pages>
          <first_page>315</first_page>
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          <item_number item_number_type="article_number">23</item_number>
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          <doi>10.37394/23209.2026.23.23</doi>
          <resource>https://wseas.com/journals/isa/2026/a465109-010(2026).pdf</resource>
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