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A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes.

, , , and . Multim. Tools Appl., 77 (2): 2849-2871 (2018)

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The Design of a Flexible Hypermedia System., , , and . Building University Electronic Educational Environments, volume 166 of IFIP Conference Proceedings, page 51-66. Kluwer, (1999)Improving Teacher Game Learning Analytics Dashboards through ad-hoc Development., , , , , and . J. Univers. Comput. Sci., 25 (12): 1507-1530 (2019)Applicability of a Cyberbullying Videogame as a Teacher Tool: Comparing Teachers and Educational Sciences Students., , , and . IEEE Access, (2019)Multiplayer role games applied to problem based learning., , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 69-76. ACM, (2008)Formal-Driven Conceptualization and Prototyping of Hypermedia Applications., , , and . FASE, volume 2306 of Lecture Notes in Computer Science, page 308-322. Springer, (2002)Language-Driven Development of Videogames: The e-Game Experience., , , and . ICEC, volume 4161 of Lecture Notes in Computer Science, page 153-164. Springer, (2006)Using Automatic Methods for Structuring Conceptual Knowledge in Intelligent Learning Environments., , , and . Intelligent Tutoring Systems, volume 1452 of Lecture Notes in Computer Science, page 264-273. Springer, (1998)Welcome message from the Editors-in-Chief., and . EAI Endorsed Trans. Serious Games, 1 (1): e1 (2013)Making Understandable Game Learning Analytics for Teachers., , , , and . ICWL, volume 11007 of Lecture Notes in Computer Science, page 112-121. Springer, (2018)Using Low-cost computer-based simulations in the Spanish National Transplant Procedures., , , , , and . Healthcom, page 90-94. IEEE, (2013)