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Gamified Mobile/Online Learning for Personal Care Givers for People with Disabilities and Older People.

, , , and . iTAG, page 22-27. IEEE Computer Society, (2015)

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A mobile news reader that turns news consumption into a game: student research abstract.. SAC, page 629-630. ACM, (2016)Gamified Mobile/Online Learning for Personal Care Givers for People with Disabilities and Older People., , , and . iTAG, page 22-27. IEEE Computer Society, (2015)Understanding the link between audience engagement metrics and the perceived quality of online news using machine learning., , , , and . Web Intell., 19 (1-2): 63-86 (2021)Editorial: Immersive reality and personalized user experiences., , , , and . Frontiers Virtual Real., (2022)Designing an AI-Powered Journalism Advisor: A User-Centered Approach., , , and . HCI (47), volume 1836 of Communications in Computer and Information Science, page 515-522. Springer, (2023)Opening the black box of perceived quality: Predicting endorsement on a blog site., , , and . WI, page 388-392. ACM, (2019)Feedback Matters! Predicting the Appreciation of Online Articles A Data-Driven Approach., , , and . CD-MAKE, volume 11015 of Lecture Notes in Computer Science, page 147-159. Springer, (2018)A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social Network., and . GALA, volume 9599 of Lecture Notes in Computer Science, page 480-493. Springer, (2015)Toward the Design of a Gamification Framework for Enhancing Motivation Among Journalists, Experts, and the Public to Combat Disinformation: The Case of CALYPSO Platform., , and . HCI (33), volume 13334 of Lecture Notes in Computer Science, page 542-554. Springer, (2022)Evaluating the Role of News Content and Social Media Interactions for Fake News Detection., , and . MISDOOM, volume 12887 of Lecture Notes in Computer Science, page 128-141. Springer, (2021)