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Titlebook: International Conference on Applied Technologies; 5th International Co Miguel Botto-Tobar,Marcelo Zambrano Vizuete,Benjam Conference procee

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Using Gamification with Affective Computing for Second Language Learning5%; moreover, with the use of a usability metric for gamified applications, it was obtained that in terms of the system Usability, there is an 84.87% efficiency, in Educational Usability there is an 85.71% effectiveness, in User Experience, there is a 75.24% of user satisfaction.
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Self-adaptive Internet of Things Systems: A Systematic Literature ReviewIoT platforms? and iii) What is the research approach in studies related to self-adaptive systems in IoT? First, 1136 primary studies were obtained through automatic and manual searches. Then, inclusion and exclusion criteria were applied to select 84 relevant studies on self-adaptation in IoT. Fina
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