Teachers’ pedagogical content knowledge of two specific historical contexts captured and compared
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Networked Content Analysis
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Measuring quality of grammars for procedural level generation
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Level generation based on model transformations
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Procedural generation of collaborative puzzle-platform game levels
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Generating Game Mechanics in a Model Economy: a MoneyMaker Deluxe Case Study
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Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation
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Transforming Existing Procedural Business Processes into a Constraint-Based Formalism
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Generating missions and spaces for adaptable play experiences
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