An Analysis of a Gamification Application for Teaching and Learning Knowledge Management under the Qualitative and Affective Computing Contexts.
Igor Ernesto Ferreira Costa, Antonilson da Silva Alcantara, Elisiane Monteiro Soares, Raimundo Vigas Junior, Elziane Monteiro Soares, Emanuel Amoras Rodrigues, Sandro Ronaldo Bezerra Oliveira
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