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A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , и . ICALT, стр. 84-88. IEEE, (2019)Towards an Ontological Infrastructure for Content Modeling and Personalization., , , и . SMAP, стр. 107-112. IEEE, (2012)Group Formation in CSCL: A Review of the State of the Art., , , и . HEFA, том 832 из Communications in Computer and Information Science, стр. 71-88. Springer, (2017)Does gamification work for boys and girls?: An exploratory study with a virtual learning environment., , , , и . SAC, стр. 214-219. ACM, (2015)An approach for planning and deploying gamification concepts with social networks within educational contexts., , , , и . Int. J. Inf. Manag., (2019)An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison., , , , и . Eng. Appl. Artif. Intell., (2017)An Ontological Model to Blend Didactic Instruction and Collaborative Learning., , , и . CRIWG, том 6969 из Lecture Notes in Computer Science, стр. 1-13. Springer, (2011)When Is It Best to Learn with All Worked Examples?, и . AIED, том 6738 из Lecture Notes in Computer Science, стр. 222-229. Springer, (2011)Toward A Unified Modeling of Learner's Growth Process and Flow Theory., , , , и . J. Educ. Technol. Soc., 19 (2): 215-227 (2016)Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design., , , , , и . Int. J. Child Comput. Interact., (2022)