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Promoting green mobility through gamified transportation campaigns., , , and . GamiFIN, volume 3669 of CEUR Workshop Proceedings, page 183-193. CEUR-WS.org, (2024)RuleCraft: an End-User Development Hub for Education., , , , , , and . AVI, page 105:1-105:3. ACM, (2024)StandByMe: A Gamified Educational Platform to Raise Awareness on Gender-Based Violence., , , , , , , and . CHI PLAY Companion, page 108-113. ACM, (2023)The role of game modality in the outcomes of gamification: A research agenda., , and . GamiFIN, volume 3405 of CEUR Workshop Proceedings, page 67-78. CEUR-WS.org, (2023)Untitled Bee Game: Be(e)ing mean to learn more about eco-sustainability., , , , and . GamiFIN, volume 3669 of CEUR Workshop Proceedings, page 159-169. CEUR-WS.org, (2024)The SmartGame: mixing digital and tangible to foster math education and social interaction., , and . IDC, page 588-592. ACM, (2023)Enhance Gamification Design Through End-User Development: a Proposal., , , , , and . IS-EUD Workshops, volume 3408 of CEUR Workshop Proceedings, CEUR-WS.org, (2023)Gamified Tangible IoT for Education: Exploring Usability in SmartGame., , , , , , and . AVI, page 65:1-65:3. ACM, (2024)Tackling Gender-Based Violence Through Gamification: a Preliminary Evaluation., , , , , , , , and . AVI, page 42:1-42:9. ACM, (2024)Lost in Gamification Design: A Scientometric Analysis., , , , , and . HCI (47), volume 14730 of Lecture Notes in Computer Science, page 3-21. Springer, (2024)