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Towards Automated Generation and Evaluation of Questions in Educational Domains., , , , , and . EDM, International Educational Data Mining Society, (2022)Assessing the Quality of Multiple-Choice Questions Using GPT-4 and Rule-Based Methods., , , and . EC-TEL, volume 14200 of Lecture Notes in Computer Science, page 229-245. Springer, (2023)How to Maximize User Satisfaction Degree in Multi-service IP Networks., , and . ACIIDS, page 471-476. IEEE Computer Society, (2009)Crowdsourcing the Evaluation of Multiple-Choice Questions Using Item-Writing Flaws and Bloom's Taxonomy., , , and . L@S, page 25-34. ACM, (2023)Towards Modeling Students' Problem-solving Skills in Non-routine Mathematics Problems., , and . EDM, International Educational Data Mining Society (IEDMS), (2019)A Lightweight Gait Authentication on Mobile Phone Regardless of Installation Error., , , , and . SEC, volume 405 of IFIP Advances in Information and Communication Technology, page 83-101. Springer, (2013)Exploring the Subtleties of Agency and Indirect Control in Digital Learning Games., , , and . LAK, page 121-129. ACM, (2019)HOIST-Former: Hand-held Objects Identification, Segmentation, and Tracking in the Wild., , , and . CoRR, (2024)Assessing the Effects of Open Models of Learning and Enjoyment in a Digital Learning Game., , , , , and . Int. J. Artif. Intell. Educ., 32 (1): 120-150 (2022)Gender Differences in Learning Game Preferences: Results Using a Multi-dimensional Gender Framework., , , , , and . AIED, volume 13916 of Lecture Notes in Computer Science, page 553-564. Springer, (2023)