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Gamifying learning experiences: Practical implications and outcomes, , , , , and . Computers & Education, (2013)Competency-Based Intelligent Curriculum Sequencing: Comparing Two Evolutionary Approaches., , , , and . Web Intelligence/IAT Workshops, page 339-342. IEEE Computer Society, (2008)978-0-7695-3496-1.Implementing Standard Reference Models for e-learning Systems., , , , , , , and . CSREA EEE, page 63-69. CSREA Press, (2008)A New Tool to Improve Learners? Performance by Means of Mobile Assessment., , , , , , , , , and 2 other author(s). CSREA EEE, page 378-384. CSREA Press, (2010)Experience in Mobile Technologies: A Game-Based Learning Framework., , , , , , , , , and . CSREA EEE, page 21-25. CSREA Press, (2010)Courseware Sequencing Using Heuristic and Local Search., , , and . CSREA EEE, page 70-75. CSREA Press, (2010)The two states of the mind to teach UML., , and . ITiCSE, page 361. ACM, (2009)Effects of Competitive and Cooperative Classroom Response Systems on Quiz Performance and Programming Skills in a Video Game Programming Course., , and . ITiCSE, page 398-403. ACM, (2020)Modeling with Plato: the unified modeling language in a cultural context., , and . ITiCSE, page 249-253. ACM, (2010)Framework for Development Triages through Mobile Applications., , , , and . ISD, Association for Information Systems, (2015)