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Design and Implementation of Location-Based Learning Games: Four Case Studies with "QuesTInSitu: The Game"., and . IEEE Trans. Emerg. Top. Comput., 5 (1): 84-94 (2017)M-AssIST: Interaction and Scaffolding Matters in Authentic Assessment., , and . J. Educ. Technol. Soc., 18 (2): 33-45 (2015)QTIMaps: A Model to Enable Web Maps in Assessment., , , and . J. Educ. Technol. Soc., 14 (3): 203-217 (2011)An Actionable Orchestration Dashboard to Enhance Collaboration in the Classroom., , , and . IEEE Trans. Learn. Technol., 13 (4): 662-675 (2020)Supporting life-long competence development using the TENCompetence infrastructure: a first experiment., , , , , , , and . Int. J. Emerg. Technol. Learn., 3 (S1): 53-59 (2008)Dialogic learning and interactive groups: an IMS LD template integrated in runtime systems., , , , , and . Int. J. Emerg. Technol. Learn., 3 (S1): 38-45 (2008)Cross-LAK: learning analytics across physical and digital spaces., , , , , , , and . LAK, page 486-487. ACM, (2016)Discovering the campus together: A mobile and computer-based learning experience., , , , , , and . J. Netw. Comput. Appl., 35 (1): 176-188 (2012)Studying Collaboration Dynamics in Physical Learning Spaces: Considering the Temporal Perspective through Epistemic Network Analysis., , and . Sensors, 21 (9): 2898 (2021)QuesTInSitu: From tests to routes for assessment in situ activities., , , and . Comput. Educ., 57 (4): 2517-2534 (2011)