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Teaching how to program with a playful approach: A review of success factors.

, , , , and . EDUCON, page 189-198. IEEE, (2017)

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State-of-the-Art to Measure the TPACK Level of Trainees in Higher Education to Increase the Learnability of the Train-The-Trainer (TTT) Sessions., , , , and . EDUCON, page 384-391. IEEE, (2019)Five years of the Pupils' Academy of Serious Gaming: Enhancing the ability to study.. EDUCON, page 189-198. IEEE, (2015)EDUCON 2017 Highlights by iJEP.. Int. J. Eng. Pedagog., 7 (4): 4-6 (2017)The Pupils' Academy of Serious Gaming: Strengthening Study Skills.. Int. J. Eng. Pedagog., 5 (3): 25-33 (2015)Promoting movement and strengthening arithmetic performance through gamification - The development of an IT-based learning app., , , , , and . EDUCON, page 1829-1838. IEEE, (2022)The Counterintuitive Concept of Ergodicity in the Context of a Business Simulation Game., , , , , and . ICL (1), volume 1328 of Advances in Intelligent Systems and Computing, page 542-553. Springer, (2020)ICL2018 Highlights by iJEP.. Int. J. Eng. Pedagog., 9 (2): 4-7 (2019)A Successful Approach to Study Skills: Go4C's Projects Strengthen Teamwork.. Int. J. Eng. Pedagog., 6 (1): 35-43 (2016)Publish or Perish: A Scientific Blueprint for a Journal Article., and . Int. J. Eng. Pedagog., (2022)Teaching the Concepts of Servitization using a Serious Gaming Approach., , , , , , and . EDUCON, page 1537-1545. IEEE, (2021)