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Gamifying learning experiences: Practical implications and outcomes., , , , , and . Comput. Educ., (2013)Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance., , , , , , and . Comput. Hum. Behav., (2016)Deep Packet Inspection Through Virtual Platforms using System-On-Chip FPGAs., , , and . DCIS, page 1-6. IEEE, (2019)Gamifying learning experiences: Practical implications and outcomes, , , , , and . Computers & Education, (2013)An empirical study comparing gamification and social networking on e-learning., , , and . Comput. Educ., (2014)Effects of Competitive and Cooperative Classroom Response Systems on Quiz Performance and Programming Skills in a Video Game Programming Course., , and . ITiCSE, page 398-403. ACM, (2020)Programmable SoC platform for deep packet inspection using enhanced Boyer-Moore algorithm., , and . ReCoSoC, page 1-8. IEEE, (2017)Applying usability recommendations when developing mobile instant messaging applications., , , , and . IET Softw., 16 (1): 73-93 (2022)Pressure Tensor of Nanoscopic Liquid Drops., and . Entropy, 17 (4): 1916-1935 (2015)Improvement the optical properties of the P3HT: PC70BM film using CdSe QD., , , , , and . CCE, page 1-6. IEEE, (2021)