BARKOVA, Olga et al. Gamification for Education of the Digitally Native Generation by Means of Virtual Reality, Augmented Reality, Machine Learning, and Brain-Computing Interfaces in Museums. Uncommon Culture, [S. l.], v. 7, n. 1/2, p. 87–101, 2018. Disponível em: https://journals.uic.edu/ojs/index.php/UC/article/view/9238. Acesso em: 1 mar. 2024.