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The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity.

, , и . MIS4TEL (Workshops), том 1008 из Advances in Intelligent Systems and Computing, стр. 96-102. Springer, (2019)

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Evolving Modular Architectures for Neural Networks., , и . NCPW, стр. 253-262. Springer, (2000)An agent-based modelling approach to build up educational digital games for kindergarten and primary schools., , , и . Expert Syst. J. Knowl. Eng., (2017)The Role of Action in Object Categorization., , и . FLAIRS, стр. 138-142. AAAI Press, (2002)An approach to evaluating the user experience of serious games., , , , , , , , , и 1 other автор(ы). Comput. Educ., (2019)Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials., , , и . EC-TEL, том 9307 из Lecture Notes in Computer Science, стр. 401-406. Springer, (2015)Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers., , , , , и . PSYCHOBIT, том 2730 из CEUR Workshop Proceedings, CEUR-WS.org, (2020)Agent Based Modelling to Build Serious Games: The Learn to Lead Game., , , и . IWINAC (2), том 9108 из Lecture Notes in Computer Science, стр. 349-358. Springer, (2015)The DoCENT role play game: a tool for the training of the digital creativity for teachers., , и . PSYCHOBIT, том 2524 из CEUR Workshop Proceedings, CEUR-WS.org, (2019)Bio-inspired Computational Algorithms in Educational and Serious Games: Some Examples., , , и . EC-TEL, том 9891 из Lecture Notes in Computer Science, стр. 636-639. Springer, (2016)BlockMagic, A Hybrid Educational Environment Based on RFID Technology and Internet of Things Concepts., , , и . IoT360 (1), том 150 из Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, стр. 64-69. Springer, (2014)