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Mobile Usability: An Experiment to Check Whether Current Mobile Devices are Ready to Support Frames and iFrames., , , , , , and . ISD, Association for Information Systems, (2014)Gamifying learning experiences: Practical implications and outcomes, , , , , and . Computers & Education, (2013)Identifying Usability Issues in Instant Messaging Apps on iOS and Android Platforms., , , , and . Mob. Inf. Syst., (2018)JBCA: Designing an Adaptative Continuous Authentication Architecture., , , and . WAF, volume 1285 of Advances in Intelligent Systems and Computing, page 194-209. Springer, (2020)Effects of Competitive and Cooperative Classroom Response Systems on Quiz Performance and Programming Skills in a Video Game Programming Course., , and . ITiCSE, page 398-403. ACM, (2020)Determinig the Standard Deviation for Cosmic Software Functional Size Measurement., , , , , and . Software Engineering Research and Practice, page 586-591. CSREA Press, (2009)Enhanced Automated Code Vulnerability Repair using Large Language Models., , , and . CoRR, (2024)Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance., , , , , , and . Comput. Hum. Behav., (2016)Development of a Social Gamified Platform for e-Learning., , , , and . ISD, Association for Information Systems, (2017)A Framework for BYOD Continuous Authentication: Case Study with Soft-Keyboard Metrics for Healthcare Environment., , , and . ICAI, volume 1277 of Communications in Computer and Information Science, page 347-358. Springer, (2020)