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An Analysis of a Gamification Application for Teaching and Learning Knowledge Management under the Qualitative and Affective Computing Contexts.

Igor Ernesto Ferreira CostaAntonilson da Silva AlcantaraElisiane Monteiro SoaresRaimundo Viégas JuniorElziane Monteiro SoaresEmanuel Amoras RodriguesSandro Ronaldo Bezerra Oliveira
Published in: FIE (2023)
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