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Uso de Pesquisa Bibliográfica em Informática na Educacão: um Mapeamento Sistemático.

, , and . Revista Brasileira de Informática na Educ., 23 (1): 28-42 (2015)

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The Pursuit of Fun in Digital Games: From the Sandpit to the Console and Beyond., and . GranDGamesBR, volume 1702 of Communications in Computer and Information Science, page 25-46. Springer, (2021)Development and Evaluation of a PCB's Manual Assembly system using Augmented Reality and Total Quality., , , , and . SVR, page 24-32. ACM, (2021)Fault prognosis of discrete event systems: An overview., , , and . Annu. Rev. Control., (2021)Augmented Reality for Assembly Training in Industry: A Systematic Literature Mapping., and . SVR, page 77-87. ACM, (2023)Detailing Motivation in a Gamification Process., , and . ICALT, page 89-91. IEEE, (2019)Guidelines for designing and using collaborative-competitive serious games., and . Comput. Educ., (2018)Digital Games for Math Literacy: A Systematic Literature Mapping on Brazilian Publications., , and . WorldCIST (2), volume 445 of Advances in Intelligent Systems and Computing, page 245-254. Springer, (2016)CNC-C2: an ISO14649 and IEC61499 compliant controller., , , , , , , and . Int. J. Comput. Integr. Manuf., 34 (6): 621-640 (2021)Crowd Generation using Morphological Obesity Criteria., , and . SBGames, page 81-90. IEEE, (2019)Augmented Reality for Manual Assembly in Industry 4.0: Gathering Guidelines., , , and . SVR, page 179-188. IEEE, (2020)