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1. A Game-Based Approach to Manage Technostress at Work

2. HEMOT®, Helmet for EMOTions: A Web Application for Children on Earthquake-Related Emotional Prevention

3. Profiles in Brain Type in Programming Performance for Non-vocational Courses

4. Technology-Based Trainings on Emotions: A Web Application on Earthquake-Related Emotional Prevention with Children

5. Usability of Virtual Environment for Emotional Well-Being

6. The Role of eXtreme Apprenticeship in Enhancing Educational Background Effect on Performance in Programming

8. Compliance to eXtreme Apprenticeship in a Programming Course: Performance, Achievement Emotions, and Self-efficacy

9. Predictors of Performance in Programming: The Moderating Role of eXtreme Apprenticeship, Sex and Educational Background

10. The Usability of Multiple Devices for Assessment in Psychological Research: Salience of Reasons Underlying Usability

11. Early Training in Programming: From High School to College

12. Use of Internet and Wellbeing: A Mixed-Device Survey

13. Psychology of Programming: The Role of Creativity, Empathy and Systemizing

14. A Preliminary Investigation on Computational Abilities in Secondary School

21. The Use of Different Multiple Devices for an Ecological Assessment in Psychological Research: An Experience with a Daily Affect Assessment

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