A Data-Driven Recommendation System for Supporting Educational Gamification Planning
THE CONSTITUTION OF STIGMA IN THE SCHOOL SPACE: POTENTIALLY CONFLICTIVE SITUATIONS...
Literacy of children with autism: a gamified technological approach
Transatlantic research collaboration on gamifying educational applications
Technological opportunities discovery within the scope of existing biotechnology c...
Socioenactive Play: Investigating Social, Physical and Digital Couplings in Games ...