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An Experiment to Discover Usability Guidelines for Designing Mobile Tourist Apps., , , и . Wirel. Commun. Mob. Comput., (2021)Adapting Learning Contents to Mobile Devices and Context to Improve Students' Learning Performance: A Case Study., , , и . J. Univers. Comput. Sci., 20 (15): 2032-2042 (2014)Validation of navigation guidelines for improving usability in the mobile web., , , , и . Comput. Stand. Interfaces, (2017)Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program., , , , и . Comput. Appl. Eng. Educ., 28 (1): 207-223 (2020)Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance., , , , , , и . Comput. Hum. Behav., (2016)Gamifying learning experiences: Practical implications and outcomes., , , , , и . Comput. Educ., (2013)Mobile Instant Messaging Apps: Usability Evaluation on iOS and Android Platforms and Recommendations for Developers., , , , и . ISD, Association for Information Systems, (2017)Development of a Social Gamified Platform for e-Learning., , , , и . ISD, Association for Information Systems, (2017)The Cost of Development of a New System to Control Drivers using GPS Location and Identification Through the Electronic ID Card., , , , , , и . Software Engineering Research and Practice, стр. 606-612. CSREA Press, (2009)A Framework for BYOD Continuous Authentication: Case Study with Soft-Keyboard Metrics for Healthcare Environment., , , и . ICAI, том 1277 из Communications in Computer and Information Science, стр. 347-358. Springer, (2020)