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Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program., , , , и . Comput. Appl. Eng. Educ., 28 (1): 207-223 (2020)An Experiment to Discover Usability Guidelines for Designing Mobile Tourist Apps., , , и . Wirel. Commun. Mob. Comput., (2021)Validation of navigation guidelines for improving usability in the mobile web., , , , и . Comput. Stand. Interfaces, (2017)Adapting Learning Contents to Mobile Devices and Context to Improve Students' Learning Performance: A Case Study., , , и . J. Univers. Comput. Sci., 20 (15): 2032-2042 (2014)UML Profile to Model Accessible Web Pages., , , , и . IEEE Access, (2024)Comparing the performance of evolutionary algorithms for permutation constraint satisfaction., , , , и . GECCO (Companion), стр. 57-58. ACM, (2011)Competency-Based Learning Object Sequencing Using Particle Swarms., , , и . ICTAI (2), стр. 111-116. IEEE Computer Society, (2007)0-7695-3015-X.Turisbook: Social Network of Tourism with Geographical Information., , , и . WSKS (1), том 111 из Communications in Computer and Information Science, стр. 172-179. Springer, (2010)Development of an Application for Mobile Devices to Record Learner Interactions with Web-Based Learning Objects., , , , и . ICALT, стр. 240-241. IEEE Computer Society, (2012)Gamifying learning experiences: Practical implications and outcomes., , , , , и . Comput. Educ., (2013)