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Digital Games in Primary Schools for the Development of Key Transversal Skills.

, , , and . SUZA, volume 564 of IFIP Advances in Information and Communication Technology, page 55-65. Springer, (2019)

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Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation., , and . Int. J. Game Based Learn., 4 (1): 21-36 (2014)Empowering the Design and the Sharing of Learning Plans by Means of Net Technologies: The IAMEL System., , and . WSKS (1), volume 111 of Communications in Computer and Information Science, page 336-342. Springer, (2010)Evaluation of Spatial Perspective Taking Skills using a Digital Game with Different Levels of Immersion., , , and . Int. J. Serious Games, (2017)A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education., , , , and . VISAPP (2), page 782-788. SciTePress, (2014)Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform., , , and . HCI (5), volume 8514 of Lecture Notes in Computer Science, page 705-713. Springer, (2014)Pedagogical plans as communication oriented objects., , , , , and . Comput. Educ., 55 (2): 476-488 (2010)Closing the" Learning Design Life-Cycle" with the Pedagogical Planner, , , , and . European Journal of Open, Distance and E-learning, (2016)Immersion's Impact on Performance in a Spatial Reasoning Task., , , and . GALA, volume 10056 of Lecture Notes in Computer Science, page 211-220. Springer, (2016)Training of Spatial Abilities with Digital Games: Impact on Mathematics Performance of Primary School Students., , , and . GALA, volume 10653 of Lecture Notes in Computer Science, page 25-40. Springer, (2017)Digital Games in Primary Schools for the Development of Key Transversal Skills., , , and . SUZA, volume 564 of IFIP Advances in Information and Communication Technology, page 55-65. Springer, (2019)