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Flipped classroom + plickers, an experience to propitiate collaborative learning in software engineering.

, , , and . SCCC, page 1-7. IEEE, (2017)

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Tourist eXperience and Use of Virtual Reality, Augmented Reality and Metaverse: A Literature Review., , , , and . HCI (20), volume 14703 of Lecture Notes in Computer Science, page 205-221. Springer, (2024)Virtual Reality, Augmented Reality and Metaverse: Customer Experience Approach and User Experience Evaluation Methods. Literature Review., , , , and . HCI (15), volume 14025 of Lecture Notes in Computer Science, page 554-566. Springer, (2023)Team performance assessment and improvement in an agile methodology framework., and . CLEI, page 1-10. IEEE, (2022)Use of Artificial Intelligence as a Mechanism to Evaluate Costumer Experience. Literature Review., , , , and . HCI (21), volume 14704 of Lecture Notes in Computer Science, page 338-354. Springer, (2024)Implementing Digital Transformation Processes in Industry 4.0., , , , , and . HCI (15), volume 14025 of Lecture Notes in Computer Science, page 323-335. Springer, (2023)AgileSkillsTrace: Plataforma web para soportar trazabilidad de habilidades ágiles clave., , , and . SCCC, page 1-8. IEEE, (2020)MMLA approach to analyze collaborative work in Lego Serious Play activities., , , and . SCCC, page 1-8. IEEE, (2021)Flipped classroom + plickers, an experience to propitiate collaborative learning in software engineering., , , and . SCCC, page 1-7. IEEE, (2017)Relationships Between Social Interactions and Belbin Role Types in Collaborative Agile Teams., , and . IEEE Access, (2023)Identification of Technical and Technological Factors That Influence Software Development Projects., , , and . SCCC, page 1-8. IEEE, (2022)