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Technology Acceptance of Augmented Reality and Wearable Technologies.

, , , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 129-141. Springer, (2017)

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Sense the classroom: AI-supported synchronous online education for a resilient new normal., , , and . EC-TEL (Doctoral Consortium), volume 3076 of CEUR Workshop Proceedings, page 64-70. CEUR-WS.org, (2021)Architecture and Design Patterns for Distributed, Scalable Augmented Reality and Wearable Technology Systems., , , , , and . TALE, page 1-8. IEEE, (2019)Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User's Engagement: An Experimental Study., , , , and . EC-TEL, volume 11722 of Lecture Notes in Computer Science, page 172-186. Springer, (2019)Introduction to the Special Issue on GaLA Conf 2020., , , , and . Int. J. Serious Games, 8 (3): 43-44 (2021)Shaping and evaluating a system for affective computing in online higher education using a participatory design and the system usability scale., , , and . LAK, page 382-391. ACM, (2024)Attuning a mobile simulation game for school children using a design-based research approach., , , and . Comput. Educ., (2015)Technology Acceptance of Augmented Reality and Wearable Technologies., , , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 129-141. Springer, (2017)Get Gamification of MOOC right!, , , and . Int. J. Serious Games, 5 (3): 61-78 (2018)Can You Ink While You Blink? Assessing Mental Effort in a Sensor-Based Calligraphy Trainer., , , and . Sensors, 19 (14): 3244 (2019)Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for dyadic teams., , , and . MILeS@EC-TEL, volume 3247 of CEUR Workshop Proceedings, page 55-58. CEUR-WS.org, (2022)