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SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell.

, , , , and . MIS4TEL, volume 617 of Advances in Intelligent Systems and Computing, page 126-133. Springer, (2017)

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An agent-based modelling approach to build up educational digital games for kindergarten and primary schools., , , and . Expert Syst. J. Knowl. Eng., (2017)Evolving Modular Architectures for Neural Networks., , and . NCPW, page 253-262. Springer, (2000)The Role of Action in Object Categorization., , and . FLAIRS, page 138-142. AAAI Press, (2002)An approach to evaluating the user experience of serious games., , , , , , , , , and 1 other author(s). Comput. Educ., (2019)Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials., , , and . EC-TEL, volume 9307 of Lecture Notes in Computer Science, page 401-406. Springer, (2015)Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers., , , , , and . PSYCHOBIT, volume 2730 of CEUR Workshop Proceedings, CEUR-WS.org, (2020)Bio-inspired Computational Algorithms in Educational and Serious Games: Some Examples., , , and . EC-TEL, volume 9891 of Lecture Notes in Computer Science, page 636-639. Springer, (2016)The DoCENT role play game: a tool for the training of the digital creativity for teachers., , and . PSYCHOBIT, volume 2524 of CEUR Workshop Proceedings, CEUR-WS.org, (2019)Agent Based Modelling to Build Serious Games: The Learn to Lead Game., , , and . IWINAC (2), volume 9108 of Lecture Notes in Computer Science, page 349-358. Springer, (2015)Modeling Orienting Behavior and Its Disorders with "Ecological" Neural Networks., , and . J. Cognitive Neuroscience, 19 (6): 1033-1049 (2007)