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Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity., and . Personal and Ubiquitous Computing, 18 (7): 1705-1719 (2014)In-car game design for children: Promoting interactions inside and outside the car., , and . Int. J. Child Comput. Interact., 2 (4): 109-119 (2014)TangiPlan: designing an assistive technology to enhance executive functioning among children with adhd., , , , , , , and . IDC, page 293-296. ACM, (2014)Embracing Cheating in Gamified Fitness Applications., and . CHI PLAY, page 535-540. ACM, (2015)Initial validation of an assistive technology to enhance executive functioning among children with ADHD., , , and . IDC, page 299-302. ACM, (2015)In-car game design for children: child vs. parent perspective., , , and . IDC, page 112-119. ACM, (2013)ExciteTray: developing an assistive technology to promote selffeeding among young children., , , , , , and . IDC, page 297-300. ACM, (2014)Leveraging Mobile Technology to Engage College Students in Scientific Research., , , , and . MobileHCI, page 470-477. ACM, (2015)To TUI or not to TUI: Evaluating performance and preference in tangible vs. graphical user interfaces., and . Int. J. Hum. Comput. Stud., 71 (7-8): 803-820 (2013)DataSpoon: Overcoming Design Challenges in Tangible and Embedded Assistive Technologies., , , , , and . TEI, page 30-37. ACM, (2016)