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Empirically measuring control quality of gesture input., , , and . CGAMES, page 1-7. IEEE, (2014)A Framework for Inter-referential Awareness in Collaborative Environments., , and . CollaborateCom, IEEE Computer Society / ICST, (2006)Panel session I: Collaborative content creation., , , , , and . CTS, page 1-19. IEEE, (2015)Serious Game Development: Case Study of the 2013 CDC Games For Health Game Jam.. SeriousGames@MM, page 39-43. ACM, (2014)Improving on-line assessment: an investigation of existing marking methodologies., and . ITiCSE, page 29-32. ACM, (1999)Teaching 2D arrays using real-time video filters., and . SIGITE Conference, page 133-137. ACM, (2005)New educational learning environments: riding the wave of change instead of having it crash upon us., , , , and . SIGITE Conference, page 51-52. ACM, (2013)An International Study on Learning and Process Choices in the Global Game Jam., , , and . Int. J. Game Based Learn., 3 (4): 27-46 (2013)The Pedagogical Potential of Game Jams., , and . SIGITE, page 112-116. ACM, (2018)Entertaining Education - Using Games-Based and Service-Oriented Learning to Improve STEM Education., and . Edutainment, volume 5670 of Lecture Notes in Computer Science, page 292. Springer, (2009)