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  4. Gamifying the Classroom for the Acquisition of Skills Associated with Machine Learning: A Two-Year Case Study
 
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Gamifying the Classroom for the Acquisition of Skills Associated with Machine Learning: A Two-Year Case Study

ISSN
23673370
Date Issued
2023
Author(s)
VÍCTOR MANUEL VARGAS YUN  
PEDRO ANTONIO GUTIÉRREZ PEÑA  
JUAN CARLOS FERNÁNDEZ CABALLERO  
DOI
10.1007/978-3-031-18409-3_22
Subjects

Computer Networks and...

Control and Systems E...

Signal Processing

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