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Using Ontology and Gamification to Improve Students’ Participation and Motivation in CSCL
Communications in Computer and Information Science - Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions
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10.1007/978-3-319-97934-2_11
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2018
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pp. 174-191
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Cited By ~ 1
Author(s):
Geiser Chalco Challco
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Riichiro Mizoguchi
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Seiji Isotani
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