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Simplifying location-based serious game authoring., , , , and . TEEM, page 45:1-45:9. ACM, (2017)Production and Maintenance of Content-Intensive Videogames: A Document-Oriented Approach., , , and . ITNG, page 118-123. IEEE Computer Society, (2006)Integrating Learning Analytics into a Game Authoring Tool., , , , and . ICWL, volume 10473 of Lecture Notes in Computer Science, page 51-61. Springer, (2017)Lessons learned applying learning analytics to assess serious games., , , , , and . Comput. Hum. Behav., (2019)A highly modular and extensible architecture for an integrated IMS-based authoring system: the <e-Aula> experience., , , and . Softw. Pract. Exp., 37 (4): 441-461 (2007)Game Learning Analytics, Facilitating the Use of Serious Games in the Class., , , , and . Rev. Iberoam. de Tecnol. del Aprendiz., 14 (4): 168-176 (2019)Production and Deployment of Educational Videogames as Assessable Learning Objects., , , and . EC-TEL, volume 4227 of Lecture Notes in Computer Science, page 316-330. Springer, (2006)A Flow-Oriented Visual Language for Learning Designs., , , and . ICWL, volume 5145 of Lecture Notes in Computer Science, page 486-496. Springer, (2008)Challenges of serious games., , , and . EAI Endorsed Trans. Serious Games, 2 (6): e4 (2015)Game Learning Analytics for Educators., , , , and . EDUCON, page 1436-1442. IEEE, (2019)