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A Social Network Approach for Student's School Performance Measurement., , , , , and . CSEDU (2), page 311-318. SCITEPRESS, (2021)Technology adoption through games at Rio de Janeiro State: improving students' digital aptitude., , , , , , , , , and . J. Interact. Syst., 13 (1): 400-409 (December 2022)Game-based Events for School Community Mobilization., , , , and . CSEDU (2), page 638-645. SCITEPRESS, (2022)Technology Adoption for Statistics Teaching: An Approach to Enhance Learning Lessons Learned from Building an Investigative Environment., , , , and . CSEDU (2), page 332-337. SCITEPRESS, (2021)Gaming Culture: Teachers Perception in High Schools of Brazil., , , , and . CSEDU (2), page 319-323. SCITEPRESS, (2021)Technology Adoption for Brazilian Socioemotional Initiatives at School., , , , and . CSEDU (1), page 633-639. SCITEPRESS, (2021)Design and Implementation of UFRJ Nautilus' AUV Lua - A TinyML Approach., , , , , , , , and . DASC/PiCom/CBDCom/CyberSciTech, page 1-6. IEEE, (2022)Procedural generation of dungeons' maps and locked-door missions through an evolutionary algorithm validated with players., , , and . Expert Syst. Appl., (2021)Improving image classification with frequency domain layers for feature extraction., , , , , , and . MLSP, page 1-6. IEEE, (2017)Evolving Dungeon Maps With Locked Door Missions., , and . CEC, page 1-8. IEEE, (2018)