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        <full_title>International Journal of Education and Information Technologies</full_title>
        <issn media_type="electronic">2074-1316</issn>
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        <titles>
          <title>STEAMscapers: A Digital Escape Room Scenario Based on STEAM and Project-Based Learning</title>
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        <contributors>
          <person_name sequence="first" contributor_role="author">
            <given_name>Michael</given_name>
            <surname>Bouskos</surname>
            <affiliations>
              <institution>
                <institution_name>Department of Digital Systems, University of Piraeus, Karaoli &amp; Dimitriou 80, Piraeus, Greece</institution_name>
              </institution>
            </affiliations>
          </person_name>
          <person_name sequence="additional" contributor_role="author">
            <given_name>Foteini</given_name>
            <surname>Paraskeva</surname>
            <affiliations>
              <institution>
                <institution_name>Department of Digital Systems, University of Piraeus, Karaoli &amp; Dimitriou 80, Piraeus, Greece</institution_name>
              </institution>
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        <jats:abstract xml:lang="en">
          <jats:p>Digital educational escape rooms have emerged over the past decade as an innovative, game-based learning approach. Although interest in escape rooms is steadily increasing, the literature shows a lack of a widely accepted methodological framework for their design and implementation in educational settings. In this context, the present study integrates Project-Based Learning with the STEAM approach through the use of a well-designed educational scenario called ‘STEAMscapers’. This scenario is implemented within an e-learning environment, using Web 2.0 technologies and the escape room format to assess the effectiveness of a pedagogically designed solution hosted on the WIX platform. The innovative aspect of this research is that STEAMscapers represents the first fully developed instructional scenario that combines both STEAM and Project-Based Learning within a digital escape room environment. To assess its effectiveness, a quantitative study was conducted with a sample of 40 e-learning experts. The research focused on six key effectiveness dimensions, referred to as Key Performance Indicators (KPIs). The results were highly positive, with participants rating the escape room as very effective—particularly in terms of content quality and interactivity—and also giving high scores in other areas, such as assessment, learning outcomes and course organization. The study concludes that digital escape rooms, combining Project-Based Learning with the STEAM approach, can be effective educational tools for primary education.</jats:p>
        </jats:abstract>
        <publication_date media_type="print">
          <month>04</month>
          <day>17</day>
          <year>2026</year>
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        <publication_date media_type="online">
          <month>04</month>
          <day>17</day>
          <year>2026</year>
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        <pages>
          <first_page>45</first_page>
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          <item_number item_number_type="article_number">6</item_number>
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          <doi>10.46300/9109.2026.20.6</doi>
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