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Gamifying learning experiences: Practical implications and outcomes, , , , , and . Computers & Education, (2013)An empirical study comparing gamification and social networking on e-learning., , , and . Comput. Educ., (2014)Digital Rights and e-Payment in e-Learning - Completing the Learning Object Lifecycle., , , , , and . WEBIST (3), page 540-544. INSTICC Press, (2007)Managing the quality of e-learning resources in repositories., , , and . Comput. Appl. Eng. Educ., 23 (4): 477-488 (2015)Gamifying learning experiences: Practical implications and outcomes., , , , , and . Comput. Educ., (2013)An Example of Application in Mobile Learning Technologies., , , , , , , and . ICUC, volume 208 of CEUR Workshop Proceedings, CEUR-WS.org, (2006)Competency-Based Learning Object Sequencing Using Particle Swarms., , , and . ICTAI (2), page 111-116. IEEE Computer Society, (2007)0-7695-3015-X.A Learning Quality Metadata approach: Automatic quality assessment of virtual training from metadata., , , and . Comput. Stand. Interfaces, (2016)Complete metadata records in learning object repositories: some evidence and requirements., , , , and . Int. J. Learn. Technol., 1 (4): 411-424 (2005)Implementing Learning Objects Repositories for Mobile Devices., , , , and . ICUC, volume 208 of CEUR Workshop Proceedings, CEUR-WS.org, (2006)