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Social augmented reality: Enhancing context-dependent communication and informal learning at work., , , and . Br. J. Educ. Technol., 47 (3): 474-483 (2016)Designing for Active Engagement in Online Learning Environments., , , and . AfriCHI, page 176-179. ACM, (2021)Heart Rate Sharing at the Workplace., , , , , , and . Multimodal Technol. Interact., 5 (10): 60 (2021)Trialogical learning supported by Knowledge Practices Environment., , , , , , , , , and . CSCL, International Society of the Learning Sciences, (2011)Comparing Psychophysiological Responses to Vicarious Pain Experience Elicited by Videos Featuring either Humans or Avatars., , and . MindTrek, page 334-339. ACM, (2023)Mobile Soundscape Mixer - Ready for Action., , and . MobiWIS, volume 9847 of Lecture Notes in Computer Science, page 18-30. Springer, (2016)Embodied Learning - Are We Losing It?. ICITL (1), volume 14785 of Lecture Notes in Computer Science, page 309-316. Springer, (2024)Teaching Design Thinking through Gamified Learning., , , , , , , , and . CSEDU (2), page 278-283. SciTePress, (2019)Engaging Company Employees in Critical Thinking Through Game-Based Learning: A Qualitative Study., and . ICITL, volume 14099 of Lecture Notes in Computer Science, page 403-408. Springer, (2023)Creating and Sharing Knowledge Through Experiences: A Case Study with Ach so! in Healthcare Education., , , and . EC-TEL, volume 9307 of Lecture Notes in Computer Science, page 642-645. Springer, (2015)