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Gamifying learning experiences: Practical implications and outcomes, , , , , and . Computers & Education, (2013)The two states of the mind to teach UML., , and . ITiCSE, page 361. ACM, (2009)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)Modeling with Plato: the unified modeling language in a cultural context., , and . ITiCSE, page 249-253. ACM, (2010)Framework for Development Triages through Mobile Applications., , , , and . ISD, Association for Information Systems, (2015)An empirical study comparing gamification and social networking on e-learning., , , and . Comput. Educ., (2014)Identifying Usability Issues in Instant Messaging Apps on iOS and Android Platforms., , , , and . Mob. Inf. Syst., (2018)A Systematic Evaluation of Mobile Applications for Instant Messaging on iOS Devices., , , , and . Mob. Inf. Syst., (2017)Mapping science through editorial board interlocking: connections and distance between fields of knowledge and institutional affiliations., , and . Scientometrics, 129 (6): 3385-3406 (June 2024)Academic influence and invisible colleges through editorial board interlocking in communication sciences: a social network analysis of leading journals., and . Scientometrics, 123 (2): 791-811 (2020)