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Overcoming the Silver Generation Digital Gap., , , , and . J. Univers. Comput. Sci., 25 (12): 1625-1643 (2019)A Semantic Approach for Learning Objects Repositories with Knowledge Reuse., , , , and . EKAW, volume 6317 of Lecture Notes in Computer Science, page 576-585. Springer, (2010)Creating Competitive Opponents for Serious Games through Dynamic Difficulty Adjustment., , , and . Information, 11 (3): 156 (2020)Technology Enhanced Learning for Senior Citizens., , , , and . ICWL, volume 11007 of Lecture Notes in Computer Science, page 37-46. Springer, (2018)Teaching Design Thinking through Gamified Learning., , , , , , , , and . CSEDU (2), page 278-283. SciTePress, (2019)Dynamic Serious Games Balancing.. SGAMES, volume 161 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 21-27. Springer, (2015)A Recommender Model of Teaching-Learning Techniques., , and . EPIA, volume 10423 of Lecture Notes in Computer Science, page 435-446. Springer, (2017)Cross-Artefacts for the Purpose of Education., , and . WorldCIST (2), volume 276 of Advances in Intelligent Systems and Computing, page 487-496. Springer, (2014)Editorial: Serious Games., , , and . Frontiers Comput. Sci., (2021)Skill and Competence Development Through Games., , , and . iiWAS, page 49-53. ACM, (2014)