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Towards Improving Online Security Awareness Skills with Phishing and Spoofing Labs., и . MIPRO, стр. 1225-1229. IEEE, (2023)How Well do Students Understand the All-Encompassing, Ubiquitous, and Interconnected Nature of IoT?: Evaluating Student Capstone Projects., и . SIGCSE (1), стр. 244-250. ACM, (2022)Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments., , , , , и . GHITALY@CHItaly, том 1956 из CEUR Workshop Proceedings, CEUR-WS.org, (2017)On the Learning Activities and Outcomes of an Information Security Course.. Koli Calling, стр. 36:1-36:2. ACM, (2019)Towards Interoperability in Video Games., , , , и . CHItaly, стр. 26-29. ACM, (2015)Improving the quality of teaching by utilising written student feedback: A streamlined process., , , и . Comput. Educ., (2020)Taxonomizing features and methods for identifying at-risk students in computing courses., , , , , , , , , и . ITiCSE, стр. 364-365. ACM, (2018)The Impact of Gamification on Socio-technical Communities: A Case for Network Analysis., и . GHItaly@AVI, том 2246 из CEUR Workshop Proceedings, CEUR-WS.org, (2018)Exploring the connection between gamification and student engagement in computer-supported collaboration., , , и . GamiFIN, том 2359 из CEUR Workshop Proceedings, стр. 1-12. CEUR-WS.org, (2019)An online tool for analyzing written student feedback., , , и . Koli Calling, стр. 40:1-40:2. ACM, (2020)