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Reiners, T., Wood, L., & Dron, J. (2014). From chaos towards sense: A Learner-centric Narrative Virtual Learning Space. In J. Bishop (Ed.), From chaos towards sense: A Learner-centric Narrative Virtual Learning Space (Vol. Gamification for Human Factors Integration: Social, pp. 242–258). Hershey, US: Igi.
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Ostashewski, N., Dron, J., & Howell, J. (2014). Building open learning opportunities: The Participating in the Digital Age cMOOC design case.World Conference on Educational Multimedia, Hyperm, 2480–2484.
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Lu, C., Chang, M., Kinshuk, Huang, E., & Chen, C. - W. (2014). Context-Aware Mobile Role Playing Game for Learning. (pp. 131–146). The New Development of Technology Enhanced Learning. Springer Berlin Heidelberg.
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Lu, C., Chang, M., Kinshuk, Huang, E., & Chen, C. - W. (2014). The Effect of Story in Mobile Educational Game. (pp. 55–76). Ubiquitous Learning Environments and Technologies. Springer Berlin Heidelberg.
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Kumar, V., Boulanger, D., Seanosky, J., Kinshuk, Panneerselvam, K., & Somasundaram, T. S. (2014). Competence analytics. Journal of computers in education, 1(4), 251–270.
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