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When Is It Best to Learn with All Worked Examples?, and . AIED, volume 6738 of Lecture Notes in Computer Science, page 222-229. Springer, (2011)Narrative for Gamification in Education: Why Should you Care?, , , , and . ICALT, page 97-99. IEEE, (2019)A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , and . ICALT, page 84-88. IEEE, (2019)Artificial Intelligence and Educational Policy: Bridging Research and Practice., , and . AIED (Posters/Late Breaking Results/...), volume 1831 of Communications in Computer and Information Science, page 63-68. Springer, (2023)Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil., , , , , , , , , and 1 other author(s). EDM, International Educational Data Mining Society, (2022)The Bright and Dark Sides of Gamification., , and . ITS, volume 9684 of Lecture Notes in Computer Science, page 176-186. Springer, (2016)Does gamification work for boys and girls?: An exploratory study with a virtual learning environment., , , , and . SAC, page 214-219. ACM, (2015)Group Formation in CSCL: A Review of the State of the Art., , , and . HEFA, volume 832 of Communications in Computer and Information Science, page 71-88. Springer, (2017)Towards an Ontological Infrastructure for Content Modeling and Personalization., , , and . SMAP, page 107-112. IEEE, (2012)An Ontological Model to Blend Didactic Instruction and Collaborative Learning., , , and . CRIWG, volume 6969 of Lecture Notes in Computer Science, page 1-13. Springer, (2011)