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1. Digitizing Touch with an Artificial Multimodal Fingertip

2. The Role of Generative Systems in Historical Photography Management: A Case Study on Catalan Archives

3. Reorienting Learning Game Design in Design-Based Research: a Case Study

4. Breathing Green: Maximising Health and Environmental Benefits for Active Transportation Users Leveraging Large Scale Air Quality Data

5. Synthetic Balancing of Cardiac MRI Datasets

6. 18F-FDG PET Visualizes Systemic STING Agonist-Induced Lymphocyte Activation in Preclinical Models

7. Game Design and Didactic Transposition of Knowledge. The Case of Progo, a Game Dedicated to Learning Object-Oriented Programming

8. Tracking Epistemic Interactions from Online Game-Based Learning

11. What Do You Mean by Learning Lab?

12. Influence of a Mixed Reality Game on Students’ Personal Epistemology. An Empirical Study

13. Game Design for a Museum Visit: Insights into the Co-design of AL2049, a Game About Food Systems

14. Supporting Knowledge Sharing for the Co-design of Digital Learning Games

16. A Digital Companion to Assist the Game Master for the Orchestration of a Mixed-Reality Game

17. Manipulating exchange bias using all-optical helicity-dependent switching

18. Assessing Social Engagement in a Digital Role-Playing Game : Changes over Time and Gender Differences

19. Students’ Conducts During a Digital Game-Based Museum School Visit

20. Investigating Learners’ Behaviours When Interacting with a Programming Microworld : An Empirical Study Based on Playing Analytics

21. Gamification

34. Let’s Listen to the Data: Sonification for Learning Analytics

35. Debriefing and Knowledge Processing an Empirical Study About Game-Based Learning for Computer Education

36. Teaching and Learning with Escape Games from Debriefing to Institutionalization of Knowledge

37. Exploring the Impact of Training Data Bias on Automatic Generation of Video Captions

38. Serum B-cell maturation antigen (BCMA) reduces binding of anti-BCMA antibody to multiple myeloma cells

40. A Praxeological Perspective for the Design and Implementation of a Digital Role-Play Game

41. Classcraft: From Gamification to Ludicization of Classroom Management

42. Plasma B-Cell Maturation Antigen Levels are Elevated and Correlate with Disease Activity in Patients with Chronic Lymphocytic Leukemia

46. Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management

47. Exploring Competition and Collaboration Behaviors in Game-Based Learning with Playing Analytics

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