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Chang, M., Chang, A., Heh, J.-S., & Liu, T.-C. (2008). Context-aware Learning Path Planner. WSEAS Transactions on, 7(4), 316–325.
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Chang, M., Chen, S. - T., Lui, E., Chiang, I. - T., & Lie, Z. - F. (2012). Effects of Improvement on Selective Attention: Developing Appropriate Somatosensory Video Game Interventions for Insititutional-dwelling Elderly with Disabilities. The Turkish Online Journal of Educational Technology, 11(4).
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Bacca, J., Baldiris, S., Fabregat, R., Kinshuk, & Graf, S. (2015). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133–149.
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Kumar, V., Boulanger, D., Seanosky, J., Kinshuk, Panneerselvam, K., & Somasundaram, T. S. (2014). Competence analytics. Journal of computers in education, 1(4), 251–270.
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Kumar, V., Boulanger, D., Seanosky, J., Kinshuk, Panneerselvam, K., & Somasundaram, T. S. (2014). Competence analytics. Journal of computers in education, 1(4), 251–270.
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