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1. Decoding Student Error in Programming: An Iterative Approach to Understanding Mental Models

2. Multisubject PBL: Implementing, Maintaining and Evolving Through 15 Years

3. Impact of Constant Work on the Students’ Academic Performance

6. Analysis of Relevant Factors to Measure the Impact of Investment in e-learning Ecosystems in Public Universities

7. Effects of Teaching Methodology on the Students’ Academic Performance in an Introductory Course of Programming

8. Effects of Low-Level Development on Learning to Program

9. Training Socially Responsible Engineers by Developing Accessible Video Games

14. Modeling a Mobile Robot Using a Grammatical Model

15. Technological Ecosystem Maps for IT Governance

17. El desarrollo del videojuego Dama: del Medievo a la Modernidad, como medio de formación de estudiantes de enseñanza superior

20. Time-dependent performance prediction system for early insight in learning trends

23. A Guide for Game-Design-Based Gamification

25. Diseñando y rediseñando asignaturas para su adaptación a la modalidad semipresencial

26. Enseñando a programar : un camino directo para desarrollar el pensamiento computacional

27. ¿Por qué no evaluamos la evaluación? un esbozo para un sistema de evaluación entre iguales

31. METHODOLOGY TO DESIGN AN ACADEMIC PORTFOLIO

33. Dirección estratégica de la asignatura Dirección Estratégica de las Tecnologías de la Información

34. Metrics for Estimating Validity, Reliability and Bias in Peer Assessment.

37. Probador virtual: realidad aumentada sin marcadores

39. A grammatical approach to the modeling of an autonomous robot

40. A grammatical approach to the modeling of an autonomous robot

42. Teaching as a fractal: from experience to model.

45. Capítulo 6: TRAZAS.

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