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Technological Challenges for Learning Objects in MOOCs Design.

, , , , and . ICIST, volume 639 of Communications in Computer and Information Science, page 491-498. (2016)

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Engineering Solutions on Multimodal Profiling Tool for Digital Jobs Analysis and Matching of Requirements Competences Frameworks., and . EDUCON, page 1443-1448. IEEE, (2019)Understanding User Perspectives on an Educational Game for Civic and Social Inclusion., , , , , , and . ICIST, volume 1979 of Communications in Computer and Information Science, page 222-234. Springer, (2023)The Model for Learning Objects Design Based on Semantic Technologies., , and . Int. J. Comput. Commun. Control, 12 (2): 227-237 (2017)Gaming for Social Inclusion and Civic Participation: the INGAME project., , , , , , , , , and 3 other author(s). SIIE, page 1-4. IEEE, (2021)ICT Architecture for Online Learning Approach., , , and . ICIST, volume 319 of Communications in Computer and Information Science, page 373-387. Springer, (2012)Preliminary study of the usability of the INGAME game for social inclusion and civic participation., , , , , , , and . Interacción, page 10:1-10:7. ACM, (2022)Innovative Technological Solutions for Blended Learning Approach., and . IDT/IIMSS/STET, volume 262 of Frontiers in Artificial Intelligence and Applications, page 697-705. IOS Press, (2014)Preliminary Validation of ENGAME: Fostering Civic Participation and Social Inclusion Through an E-Learning Game., , , , , , , , , and 1 other author(s). HCI (31), volume 14041 of Lecture Notes in Computer Science, page 466-481. Springer, (2023)An Engineering Solution for a Correlation Between a Competences Framework and Learning Units in an Educational Platform., , and . ICIST, volume 1486 of Communications in Computer and Information Science, page 279-290. Springer, (2021)Technological Challenges for Learning Objects in MOOCs Design., , , , and . ICIST, volume 639 of Communications in Computer and Information Science, page 491-498. (2016)