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The Mars crowdsourcing experiment: Is crowdsourcing in the form of a serious game applicable for annotation in a semantically-rich research domain?

, , and . CGAMES, page 201-208. IEEE Computer Society, (2011)

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The added value of a gaming context and intelligent adaptation for a mobile learning application for vocabulary learning., , and . Comput. Educ., (2014)Interviews on AI and Education: Kurt Vanlehn and David Merrill., and . AI Commun., 5 (2): 85-91 (1992)A Shell for Intelligent Help Systems., , and . IJCAI, page 167-173. Morgan Kaufmann, (1987)Using an Ontology to Automatically Generate Questions for the Determination of Situations., , , and . DEXA (2), volume 6861 of Lecture Notes in Computer Science, page 456-463. Springer, (2011)From thesaurus to ontology., , , and . K-CAP, page 194-201. ACM, (2001)Corrigendum to "Mobile English learning: An evidence-based study with fifth graders" Computers & Education 57 (2011) 1334-1347., , and . Comput. Educ., 58 (1): 11 (2012)Mobile English learning: An evidence-based study with fifth graders., , and . Comput. Educ., 57 (1): 1334-1347 (2011)How Situated is Cognition?, and . IJCAI, page 341-346. Morgan Kaufmann, (1991)Research on HELP-Systems: Empirical Study and Model Construction., , and . ECAI, page 106-111. Pitmann Publishing, London, (1988)Interviews on AI and Education: Education and Technology: What do we know? And where is AI?, and . AI Commun., 6 (1): 47-58 (1993)