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Trastea.club, an initiative to develop computational thinking among young students.

, , , and . TEEM, page 10:1-10:6. ACM, (2017)

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Serious Games, Remote Laboratories and Augmented Reality to Develop and Assess Programming Skills., , , , , and . ISAGA, volume 8264 of Lecture Notes in Computer Science, page 29-36. Springer, (2013)Using learning analytics to assess project management skills on engineering degree courses., , and . TEEM, page 369-376. ACM, (2016)Serious Games for the Development of Employment Oriented Competences., , , , , , , and . Rev. Iberoam. de Tecnol. del Aprendiz., 8 (4): 176-183 (2013)A Tool to Evaluate the Level of Inclusion of Digital Learning Objects., , , and . DSAI, volume 14 of Procedia Computer Science, page 148-154. Elsevier, (2012)Mobile devices, powerful teaching tools in the engineering classroom., , and . EDUCON, page 577-581. IEEE, (2015)Project-Based Learning: Methodology and Assessment Learning Technologies and Assessment Criteria., , and . EC-TEL, volume 9307 of Lecture Notes in Computer Science, page 601-604. Springer, (2015)Competence Development and Assessment Using a Game-based Strategy., , , , and . Int. J. Online Eng., 10 (2): 38-41 (2014)Trastea.club, an initiative to develop computational thinking among young students., , , and . TEEM, page 10:1-10:6. ACM, (2017)