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Gamification Assisted Language Learning for Japanese Language Using Expert Point Cloud Recognizer.. Int. J. Comput. Games Technol., (2018)Architecture of High-Order Thinking Skills Game to Improve Ability., , , , and . TALE, page 1-4. IEEE, (2019)Design Thinking for Computational Creativity - a Case Study of International Exchanges Using Game and Animation (2014-Recent)., , , and . TALE, page 1-6. IEEE, (2019)Programming Plagiarism and Collusion: Student Perceptions and Mitigating Strategies in Indonesia., , , , , and . TALE, page 9-14. IEEE, (2021)EKSPANPIXEL BLADSY STRANICA: Performance Efficiency Improvement of Making Front-End Website Using Computer Aided Software Engineering Tool.. ICCSCI, volume 135 of Procedia Computer Science, page 292-301. Elsevier, (2018)Robust adaptive genetic K-Means algorithm using greedy selection for clustering., , and . KICSS, page 1-5. IEEE, (2016)XRShip: Augmented Reality for Ship Familiarizations., , , and . XR (1), volume 13445 of Lecture Notes in Computer Science, page 229-238. Springer, (2022)Improvement of E-learning quality by means of a recommendation system., , , , and . KICSS, page 1-4. IEEE, (2016)A Gamification Interactive Typing for Primary School Visually Impaired Children in Indonesia., , and . ICCSCI, page 638-644. (2017)The Use of Role Playing Game for Japanese Language Learning., , , , and . ICCSCI, volume 157 of Procedia Computer Science, page 298-305. Elsevier, (2019)