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Gamification of the Learning Process: Lessons Learned., , , , , and . Rev. Iberoam. de Tecnol. del Aprendiz., 11 (4): 227-234 (2016)Performance measures for peer assessment., , , and . TEEM, page 341-347. ACM, (2016)Training Socially Responsible Engineers by Developing Accessible Video Games., , , and . HCI (26), volume 10296 of Lecture Notes in Computer Science, page 182-201. Springer, (2017)Selecting the Best Significant Fragment to the Incremental Heteroassociative Neural Network (RHI)., , , and . ICANNGA, page 183-185. Springer, (1995)An Orthogonal Neural Network with Guaranted Recall by Iterative Filters and Its Application to Texture Discrimination., , and . ICANNGA, page 186-189. Springer, (1995)Multisubject PBL: Implementing, Maintaining and Evolving Through 15 Years., , , , , and . HCI (27), volume 13328 of Lecture Notes in Computer Science, page 420-432. Springer, (2022)Improving the expressiveness of black-box models for predicting student performance., , , , , and . Comput. Hum. Behav., (2017)A low-level approach to improve programming learning., , , , , and . Univers. Access Inf. Soc., 20 (3): 479-493 (2021)A guided genetic algorithm for diagonalization of symmetric and Hermitian matrices., , , and . Appl. Soft Comput., (2019)Designing a model to estimate the impact and cost effectiveness of online learning platforms., , and . TEEM, page 1109-1114. ACM, (2016)