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Evaluation of Game-Based Learning Approaches through Digital Serious Games in Computer Science Higher Education: A Systematic Mapping.

, , , and . SBGames, page 43-51. IEEE Computer Society, (2015)

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Virtual Worlds and Education: A Case of Study in the Teaching of Computer Networks Using the Sloodle., , , and . SVR, page 248-251. IEEE Computer Society, (2013)Virtual Reality system to the inclusion of people with disabilities in the work market., , , and . ITHET, page 1-7. IEEE, (2013)ASTERIX: Aprendizagem significativa e tecnologias aplicadas no ensino de redes de computadores: integrando e explorando possibilidades.. Universidade Federal do Rio Grande do Sul, Porto Alegre, Brazil, (2004)ndltd.org (oai:agregador.ibict.br.BDTD_UFRGS:oai:www.lume.ufrgs.br:10183/4819).Context-Aware Virtual Laboratory for Teaching Computer Networks: A Proposal in the 3D OpenSim Environment., , , and . SVR, page 252-255. IEEE Computer Society, (2013)Cloud aid - A cloud computing tool for mitigating side-channel attacks., , and . NOMS, page 1-5. IEEE, (2018)Adaptive virtual learning environment., , , and . EDUCON, page 1-6. IEEE, (2012)Improving efficiency and availability in Smart Classroom environments., , , and . ICNSC, page 52-56. IEEE, (2019)A Load Balancing Algorithm for Fog Computing Environments., , , , and . CARLA, volume 1087 of Communications in Computer and Information Science, page 65-77. Springer, (2019)Increasing the efficiency of Fog Nodes through of Priority-based Load Balancing., , , and . ISCC, page 1-6. IEEE, (2020)Virtual Lab: An Immersive Tool to Assist in the Teaching of Software Engineering., , , , , and . SVR, page 118-126. IEEE Computer Society, (2014)