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An Ontological Approach for Creating a Brassware Craft Knowledge Base., , , , , , , and . IEEE Access, (2020)Mobile-assisted and gamification-based language learning: a systematic literature review., , , , , and . PeerJ Comput. Sci., (2021)The Effects of Serious Games on Students' Higher-Order Thinking Skills in Science Education., , and . ICEEI, page 1-5. IEEE, (2021)Gender Differences In Computer Literacy Level Among Undergraduate Students In Universiti Kebangsaan Malaysia (UKM)., , , , , , , , , and . Electron. J. Inf. Syst. Dev. Ctries., 1 (1): 1-8 (2000)Serious game design model for language learning in the cultural context., , , and . Educ. Inf. Technol., 27 (7): 9317-9355 (2022)Mathematical model of ranking accuracy and popularity promotion., , , and . ICSAI, page 350-357. IEEE, (2016)Exploring the affective, motivational and cognitive effects of pedagogical agent enthusiasm in a multimedia learning environment., , and . HCIS, (2017)Digital Training Tool Framework for Jawi Character Formation., and . IVIC (1), volume 7066 of Lecture Notes in Computer Science, page 164-175. Springer, (2011)Instructor's success measures of Learning Management System., , , and . ICEEI, page 1-7. IEEE, (2011)Ontology-Based Recommender System for a Learning Sequence in Programming Languages., , and . Int. J. Emerg. Technol. Learn., (2021)